Player Healing and Repair services (i.e roles beyond 'adventurer') - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Suggestions (https://neus-projects.net/forums/forumdisplay.php?fid=7) +--- Thread: Player Healing and Repair services (i.e roles beyond 'adventurer') (/showthread.php?tid=7868) Pages:
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Player Healing and Repair services (i.e roles beyond 'adventurer') - Snake - 04-03-2021 Players could make a great use of substituting NPCs in some scenarios, so it reduces our dependence on them. My idea is granting players the ability to utilize their talents and traits to offer Inn and Repair services to other players or themselves. It could work in many different ways. -- These services cannot be done inside dungeons. The rule of thumb should be "Can you swap classes? If not, you cannot do this then." -- Working like this should probably have some sort of extra limitation beyond the consumed resources. Repairing should use 25 Physical Stamina, and Healing should use 25 Mental Stamina, doubled if you're performing self-service since this is not really the spirit of this addition. There should probably be traits that make you dedicated to one of the two arts at the cost of using another, to promote notable difference between specialists and all-rounders, so far like this small example: > Dedicated Healer Requires the talent "First Aid" at Rank 10, only one dedication trait can be chosen. Your hands were made for healing. Your dedication to the craft made you more efficient at it, while inept at other tasks. Healing services cost 10 Mental Stamina, but you cannot perform Repairing. Additionally, gives you a 10% bonus to the Power of healing items, skills and spells. > Dedicated Tinkerer Requires the talent "Maintenance" at Rank 10, only one dedication trait can be chosen. Your hands were made for healing... weapons. Your dedication to the craft made you more efficient at it, while inept at other tasks. Repairing services cost 10 Physical Stamina, but you cannot perform Healing services. Additionally, reduces the cooldown of Emergency Service to 2 rounds, and when used, grants 'Weapon Regenerating', which restores Durability by 3 for 3 rounds. > Dedicated Performer Requires the talent "Galdr" at Rank 5 or more, only one dedication trait can be chosen. Your hands were made for playing. Your dedication to the craft made you more efficient at it, while inept at other tasks. You cannot perform any special services, but your songs may randomly heal from 1-5% of the listeners' HP/FP/Stamina/Mental Stamina per proc. Additionally, you can grant all beneficial effects by yourself. > Dedicated Fighter Requires LV60, only one dedication trait can be chosen. Your hands were made hurting. Your dedication to the er... "craft"... made you more efficient at it, while inept at other tasks. You cannot perform any special services, but your weapons gain 5 bonus Scaled Weapon Attack. To interact with other players, there could be a verb, or a special item. "repair-service" (verb), or Tinkerer's Tools. - Requires you to have the talent "Maintenance" at Rank 10 to be enabled. - Opens a menu with five options. - [Repair (Self)], [Repair (Front)], [Repair (Service)], [Service Settings] and [Cancel] - Repair will use Iron Ore x3 and Iron Ingot x3 (or maybe 2x Repair Powder). - It will fully repair all weapons. - (Self) will repair your own main and sub-weapons, but only up to 75% of its max durability. - (Front) will repair the main and sub-weapons of a player in your front, given their tile is not occupied by anyone else. This method will use your own resources. - (Service) will behave like Performance. You will stand locked in place with a hammer icon above you that other players can click and peruse your repairing services, based on your settings. - (Settings) will allow you to adjust how much you're charging for your services, or if you will use your own resources or they will use theirs. - (Cancel) makes you wonder if CEL can or not. "heal-service" (verb), or First-Aid Kit. - Requires you to have the talent "First Aid" at Rank 10 to be enabled. - Opens a menu with five options. - [Heal (Self)], [Heal (Front)], [Heal (Service)], [Service Settings] and [Cancel] - Heal will use 3x Burn Ointment and 3x Medical Gauze (or maybe 2x Bandages). - It will fully recover HP and FP, remove negative status effects and treat all of your wounds. - (Self) will heal yourself, but only up to 75% of your maximum HP/FP. - (Front) will heal a player in your front, given their tile is not occupied by anyone else. This method will use your own resources. - (Service) will behave like Performance. You will stand locked in place with a red cross icon above you that other players can click and peruse your healing services, based on your settings. - (Settings) will allow you to adjust how much you're charging for your services, or if you will use your own resources or they will use theirs. - (Cancel) will probably become a multimillionaire sales idea, imagine canning CEL to be used later at every dodging needs? As usual, this is merely a rough sketch of what we could have in regards to player services and 'public roles'. It could be simpler or more complex, do more or do less. That I'd like to leave for others to pitch in their own opinions about it RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - Blissey - 04-03-2021 All of this. I want all of this. 15% bonus to healing spells and items may be a bit too high, though. RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - Deja Vu - 04-03-2021 This is powerful, and gives more incentive for characters RPing as traders, healers, or performers to get out there and offer their services. The only thing I'd ask is that it gives some type of minor bonus when accepting services from players. This is much less reliable than just making your way to the nearby stationary NPC, so there should be a benefit to offset this. RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - DogOfTheLog - 04-03-2021 I absolutely love this idea. It gives players a chance to do a lot more ICly. It gives healers abilities outside, blacksmiths might have a place in groups... Maybe a little tweaking needs to happen with the numbers specifically, but this has a ton of potential. RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - Aqua - 04-03-2021 God yes, Absolutely love this idea for all the reason stated above. RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - Ham - 04-03-2021 I suggest we go even FURTHER, to truly make people's side stuff like hobbies mechanically fulfilling too. Flair to flavor, I feel it can breathe more life into narrative SoL cool stuff like that. Like artists, cooks, etc... RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - Dezark - 04-03-2021 I could see this idea working out, though I do agree with Deja on giving some sort of bonus even if minor when accepting services from players like this so that it does become more worthwhile to do and participate it to give more reason aside from adding more life to the RP aspect of things (which is already a good bonus as is mind you.) RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - lalchi - 04-03-2021 That seems good but i would be against the 20% chance of not using FP on skills for the tinkerer. Not all skills use weapons and it looks like a huge power up for what it is. Basically an emblem for free. If I would take it on my engineers, which seems logic that an engineer would take this. It would means they have a 20% chance of deploying a machine for free (50 FP). RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - Hippie - 04-03-2021 It's a good suggestion, but I don't necessarily agree with the direction of it. Playing more into the mechanics we already have is a good thing to do but it's something that should be done later down the line. We already have talents like Maintenance, First Aid and all those things to cover for the roleplay that entails being a group's medic or tinkerer. They can certainly be improved like the suggestions in the OP for sure, that much I support. What SL2 needs is more RP mechanics. Proper roles beyond adventurer. The job role system we have could 100% be expanded upon and made more detailed, with more tie-ins to everyday RP. We need less mechanics that affect the RP around PVP or PVE, and more mechanics that tie in to the off-time when people interact around cities and the like, as well more mechanics that allow people to be something that isn't an adventurer, something more mundane or more important. That's just my loose thoughts. RE: Player Healing and Repair services (i.e roles beyond 'adventurer') - Autumn - 04-03-2021 Could this be better reserved as a rework to the 'history' traits perhaps? It would maybe open up a variety of options available to players while making the history traits more than just 'here's 3 stat points' |