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About This Page About This Page: This is a discussion on Faction Talents within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Originally Posted by -Vomir- Better yet than chosing your profession would be to have the server update it for you, means go hunting aliens* for a week and it says &
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Old 09-28-2007, 07:35 AM   #16 (permalink)
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Re: Faction Talents

Quote:
Originally Posted by -Vomir- View Post
Better yet than chosing your profession would be to have the server update it for you, means go hunting aliens* for a week and it says "Alien-Hunter", go trading and you are trader
Good Idea. It would stand to reason that if you haul cargo often enough you would develop some tricks of the trade that would allow you you to reduce the weight of your cargo, pack more cargo into your hold, Increase the power of your engines, ect... Lick enough rocks you would find more efficient ways to get more ore, mine specific ores, ect... Shoot enough enemy, ability to tweek your weapons to do more damage, increase range, shield defense, improve manuverability, ect... Pirate enough, Rob cargo faster, Avoid atracting the militia, increase amount of credits you can extort from NPCs, Reduce bounties you acrue, ect...

These things help to make your character unique without interfering with Personal pilot skills. It's not magic its just bonus adjustments you recieve based on what you do the most of.
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Old 09-28-2007, 08:58 AM   #17 (permalink)
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Re: Faction Talents

Hmm, this idea has merit. I like it.

It would need to be low key though, and nothing that would hurt ship balance. You could tie this idea in with JGCs current title holder system as well:

Exterminator of the void - 5% increase to weapon damage versus flux.

Master Veteran and Grand Master Veteran - 1 and 2% increase to XP earned respectively.

Transport Specialist - +2PR earned per transport mission.

Operations Expert Superior Operations Expert - +1 and +2PR earned per mission.

Prifits Expert and Affluent Profits Expert - 1 and 2% increase to credits awarded per unit sold for cargo missions.

Munitions Combat Specialist - 2% bonus to weapon damage.

Projectile Combat Specialist - 10% bonus to missile damage.

Master Warrior - 3 second bonus to flashfire duration.

Master Assassin and Grand Master Assassin - 5 and 10% bonus to weapon velocities.

Master and Grand Master Bounty Hunter - Recieve bounty messages from beacons regardless of faction, Grand Master sometimes gets messages from unreg sectors.

Fatality Expert - 10% bonus to max shield deflection.
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Old 09-28-2007, 12:29 PM   #18 (permalink)
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Re: Faction Talents

I don't see most of this thread as being in the spirit of Jumpgate, honestly.

Maybe a few of the things IJ suggests. But only a few.
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Old 09-29-2007, 07:31 AM   #19 (permalink)
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Re: Faction Talents

In my original post I never intended any 'magic' to creep into Jumpgate... it's absolutely incongruous.

I do think, however, that societal differences, or different mission/career alignments ought to deliver experience bonuses that are not blanket levelling ones.

Take the 'Serenity' talent suggestion, for example. Quantar is a religious society and may practise meditation techniques that help them with situational awareness in combat. Since individual players can't necessarily manifest that fact in their piloting a bonus to shield strength or manoeuvrability delivers the effect instead.

Above all it must not adversely affect ship balance nor be so ueber as to make a player god-like in any way.
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Old 09-29-2007, 08:51 AM   #20 (permalink)
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Re: Faction Talents

I think this would be good if all factions flew the same ships (unlikely from the screen-shots so far) or if ships of class x (fighter class, hauler class for example) all shared the same stats (pitch/yaw/t2m etc) regardless of faction.

Then the factional RP you choose would have bearing on the ships behaviour/performance rather than the ships b/p having a bearing on the rp you choose.

If ships are as different to each other as they are in Jumpgate Classic cross factionally then this would surely just cloud balancing issues further.
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Old 09-29-2007, 09:13 AM   #21 (permalink)
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Re: Faction Talents

@ Injustice

What? No "Master Sp@mm3r" - +2 to ammount of missiles on a rack?

I like what -Vomir- proposed.
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Old 09-29-2007, 03:55 PM   #22 (permalink)
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Re: Faction Talents

Bonuses based on activity in-game would be a good thing. It makes sense that if you do something a lot, you should be better at it than the average Joe Pilot or whatever. Balance issues not withstanding, actual skill is going to make a bigger difference than a +2 this or +3 that. I'm somewhat opposed to things that give an unearned advantage, but if the bonuses were based on what you actually DO in the game, the advantages would be EARNED. I can live with that.
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Old 09-30-2007, 10:37 AM   #23 (permalink)
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Re: Faction Talents

This is a skill based game, factional differences are incorporated into the ship design and I'm sorry but increases in performance of guns , engines, etc without explanation is magic.
If there are better engines, PPs out there why are they not being sold to the public/military anyway, arties don't count.
I agree that if people concentrate on one aspect of the game they should be more skilled at it, but in a skill based game that happens anyway, look at Algore, Vorlon or McPlowed.

PS. It doesnt make sense to me that TRI holds back Technology from its members in a War situation, ie the enforcer. It only increases my natural paranoia.
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Old 10-06-2007, 01:14 AM   #24 (permalink)
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Re: Faction Talents

"No, just no"
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Old 10-07-2007, 09:46 AM   #25 (permalink)
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Re: Faction Talents

i liked vomirs pilots license idea. that's sweet!
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