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The big one PtP 2 suggestions and Ideas Thread

Postby Taruna on Sun Nov 14, 2010 8:24 pm

Nomen est omen.


This thread is dedicated to ideas and suggestions about PtP 2.

Please keep in mind, this is nothing OFFICIAL, just a thread where you all can throw in your ideas and possibilities you see for PtP 2, may it be skills, mechanics or general issues. No one and nothing forces the new GM or Kern to read here.


If you wish to comment to anything someone posted before you, please add the PART of the suggestion
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Ascaladar on Sun Nov 14, 2010 9:24 pm

Just a crazy idea about game mechanics, but I think a skill based system were skill compliment each other, might be better then a level based system:

I do not know if anyone besides me is playing eve online but I would prefer a skill based system over a level based system.

Instead of become something like a level 23 harvester / level 17 warrior and so on.

For example: Guenther the Grunt, joins PtP and the healers.

Over the course of his time he automatically gains the following skills: Treat Light Wounds 1- Treat Light Wounds 2 - Treat Light Wounds 3.
The skills allow him to use bandages to heal small wounds. Treat Light Wounds 3 would have unlocked the Treat Medium Wounds 1 Skill if Guenther continued his healer training. Instead he choose to begin a martial arts training with Ti'ray 1 later Ti'ray 2 and so on. With some basic Ti'ray he continues on to Daggers 1 - Daggers 2 - Daggers 3 - Daggers 4 continues on to Swords 1, then starts with Light Armor 1

The basic idea is to allow players to easily switch roles as long as they fullfill the basic requirements. For example to be a field-nurse, Guenther would require something like:

Treat Light Wounds 3
Treat Medium Wounds 3
Treat Serious Wounds 3
Treat Critical Wounds 3
Light Armor 1
Ti'ray 3
Blunt Weapons 2
Daggers 3

Basic proficiency is gained easily in each profession, but to really specialise and excel in one area a character needs to dedicate more time since the expert and master skills are much more difficult to reach.

So if Guenther would like to fullfill the Blademaster Role he would have to master all basic weapon, armor and mana defensive skill as well as taking the long path to achieve the skill Sword-Mastery.

As mentioned above Skill levels are gained with the time dedicated into one area but each level is harder to reach. So level 1 might take one day of training, level 2 the twice the amount of training and level 3 twice the amount of time to train a skill to level 2 and so on. When we have some basic stats to work with we will also be much better able to plan on our decisions and don't have to make a blind guess all that often.

A group of harvesters is attacked by halme bandits, but because half of the harvesters have some combat skills the halme were easily driven off.

Or a group of warriors meet a particulary challenging foe but is able to determine that their enemy has excellent offensive and defensive skills, so they decide to lure them into a trap and use ranged weapons and mana arts.

Okay having written this, I am thinking, when are we going to release Tei'kaliath the roleplaying game. If this happens then I will insist in including Guenther the Grunt as a hero unit. *blush*
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Durlyn Val'Sarghress on Mon Nov 15, 2010 12:31 am

Well, if we're gonna be capable of leveling up our skills and abilities in the new PTP game it might be cool if we can upgrade our tools or weapons over time (like golem makers can have drills or helper golems and warriors can choose their own weapons, sorcerers can arm themselves with foci and staffs, etc), gain new skills in whatever craft we practice, and I'd also like it if everyone could use sorcery since its an important aspect of drow and their society. I mean, every ranked in PTP1 were able to use mana in one way, shape, or form, but only the mana specialists were able to truly master the elements.

And as Taruna said already, these are just my ideas for what I'd like to see in PTP2, Kern and Thalar likely have plans of their own in the works already "excited"
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Dice Warwick on Mon Nov 15, 2010 1:24 am

leveling would be interesting, and it would separate what we can and cannot do. Like you cannot use a sword with any real skill without training, and someone with a lot of time put into swordplay will easily cut right thou you.

If there is leveling, (Hope) it's going to be related to everyday stuff, so it's not just your ability to fight, but to farm, craft, or to talk. and with each level more options are open, and more valuable you become.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Merlune on Mon Nov 15, 2010 3:02 am

I think a skill based leveling system would be too complicated. Not only do you have to keep track of what skills one has. You also have to match up a skill or set of skills to whatever the task is, even if technically there are no skills that go with a type of project. Like, where would you put in making a hot air balloon?

I thing the process by the GM would be this:
    1. Getting a new project
    2. Deciding which class can do it
    3. have a set amount of work hours to get project done or if that is really small, have a set amounts made per turn
    4. have a factor(%) that will for a level decrease the hours needed or increase the amount made (the % is probably fixed for each level)
    5. total all characters contribution to the project and subtract from the set amount and see if it is done or how many were made

There might be more steps to it, but you get the idea.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Talancir on Mon Nov 15, 2010 3:16 am

I used to play eve. while I do appreciate the perks of their skill based system, I also remember that it was the skill based system that combined with a high (compared to the average rpg) learning curve that thinned out the playing field and made sure that it kept most of the immature and impatient people away.

keeping it job based is simple, and this game is not that intricately structures. keep it as is.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Dice Warwick on Mon Nov 15, 2010 5:05 am

Talancir wrote:I used to play eve. while I do appreciate the perks of their skill based system, I also remember that it was the skill based system that combined with a high (compared to the average rpg) learning curve that thinned out the playing field and made sure that it kept most of the immature and impatient people away.

keeping it job based is simple, and this game is not that intricately structures. keep it as is.

I see your point, but I think this game is made for a more mature and proactive people. The fact that if someone decides to do something stupid and a few people go along,and then get them all killed proves this point. I know we need more people to play, but it's slow pace is not really for the younger generation, and like myself, a lot of the DT readers are much older, and would like to be treated as adults.

if the game becomes to simple, or a lot of actions fall under a few people, the game will just become like Day dream agen, were people just vote on story, and not context. I like how they are going with this, where the comic part rewards players who really get out there.

what I like to see is a progress bar, add some computation between projects, it will get poeple more into getting people into PtP.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Jonarus_Drakus on Mon Nov 15, 2010 5:32 am

I think a good compromise would be a primary/secondary skills set-up, as in the "trades" would be a primary skills-set (eg: havester Lv.1-2-3-etc). The 'secondary' skills would be non-trade specific (though they would be taught by a relevant trade - Only healers can teach first-aid for example). These skills may apply bonuses to certain tasks (a warrior with first aid would recover quicker, as would any other warriors with him/her), but not be REQUIRED for the task. One such skill would obviously be the ;first aid' skill mentioned already, but could also be things like cooking, or art (might be useful to a scout who focuses on map-making), so forth and so on...

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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Ascaladar on Mon Nov 15, 2010 7:21 am

Merlune wrote:I think a skill based leveling system would be too complicated. Not only do you have to keep track of what skills one has. You also have to match up a skill or set of skills to whatever the task is, even if technically there are no skills that go with a type of project. Like, where would you put in making a hot air balloon?

I thing the process by the GM would be this:
    1. Getting a new project
    2. Deciding which class can do it
    3. have a set amount of work hours to get project done or if that is really small, have a set amounts made per turn
    4. have a factor(%) that will for a level decrease the hours needed or increase the amount made (the % is probably fixed for each level)
    5. total all characters contribution to the project and subtract from the set amount and see if it is done or how many were made

There might be more steps to it, but you get the idea.


I see your point but the system I was proposing was more of a hybrid then a pure skill based system. The skills decide which role a player might play. So if a character fills the basic requirements of field nurse and decides to take this role then he/she is a field nurse for the duration of the event (events I would call a specific challenge, which might take several turns. at the completion of the event a player might decide to switch roles again). When a role is chosen all other skills are ignored for the calculation of the outcome of the event, exception might be allowed for players using other skills and make a special circumstances rule, but that would be purely on the GM discretion.

It might look complicated at first but the number of skills can be displayed on a character sheet and the available classes automatically calculated. A player who decides to take the role of mana specialist might just look into his or her skill sheet and see which skills need to be trained before the role can be taken.

As the game progresses and more and more people get the skills Tier 2 and Tier 3 roles might be created which are much more specialised and require a higher amount of training. For example a mana specialist might be the Tier 1 role that can be later expanded into a Tier 2 summoner or Tier 3 shapeshifter.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Merlune on Tue Nov 16, 2010 3:57 am

Is there a way for us to have a NASA-program-Drow-style, and go to outer space? Or is that out of the possibilities of mana-tech right now? The reason I am asking is that it would appeal to us with our own symbol being a star and all. And if we can't do that, we can at least set up an observatory and study the movements of the moons, plants and stars, maybe even find out what their orbits are.

Mana research, which is something that we can do to make up for not having Ortho anymore. That might tie in with relic hunting, for we may not find buyers, but we can keep the relics and try to reverse engineer them ourselves.


Here are the classes that I think are still going to be here on PtP 2
    Miner
    Harvester

    Builder
    Blacksmith
    Crafter
    Techs

    Healer
    Scout
    Warrior

Those that might be on the chopping block
    Slave master
    Ambassador
    Mana specialist

I am putting theses into the 3-sector economy theory (http://en.wikipedia.org/wiki/Three-sector_hypothesis
A really general summary of it is that there are three types of activities in an economy:

Primary sector: deals with the extraction of raw materials; Farming, fishing, forestry and all mining and quarrying industries.

Secondary sector: making finished, and usable products: production and construction

Tertiary sector: services

Also, there is backing for a 4th sector, which deals with knowledge-based services, like research and development, or education.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Durlyn Val'Sarghress on Tue Nov 16, 2010 4:50 am

I'm still not convinced Overseer should be dropped from the classes list, and I DEFINITELY don't think Mana Specialists should be removed from play, the fight with the Black Sun more than proved how crucial it is to have powerful and skilled sorcerers on our side, whether it be backing up our troops or aiding in day to day operations.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby BlackFulcrum on Tue Nov 16, 2010 12:28 pm

I don't really understand why you put those three classes on the chopping block.

Slavemaster - how will we deal with criminals?

Ambassador - we still need to interact with other drow colonies, halme towns, maybe even with Chel or other underworld cities on occasion.

Mana Specialist - these two proved their worth in the BS attack, and in helping out with various projects, if any we need more dedicated casters, it's not like halme are immune to the effects created by mana casting, flame from a mana based fire spell still burns them, the kinetic force of a mana bolt will still knock them off their feet, etc.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby minalia on Tue Nov 16, 2010 3:49 pm

You guys forget 1 big major changing factor about when we going to live on the surface that we never had to deal with. The freaking daily weather. Is it gonna rain tomorow, a day with high winds. Could we have thunderstorm, major floods. Could we get droughts that might kill our haverst fields or force us to build aquaducts to bring water to our harvest field if the weather is merciless against us.

There is so much things we could do to fight against mother nature if she decides to be a total bitch against us during certain seasons. Per exemple if there is a large storm coming in and we have a port with boats we migth have to take a turn to make sure to get the boats inland in their holding stations and make sure the large waves won't break them apart. Hell we might have to build a large hangar like building to store our golems and make sure no rain water comes into contact with the more fragile golems we could build that could be mostly made out of precious wood with some mechanical powered parts.
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Durlyn Val'Sarghress on Tue Nov 16, 2010 4:54 pm

MOUNTS! I just realized we'll probably need mounts in PTP2, and since we'll be a prospering colony by the time of the time skip we should be able to afford and raise them by then. They could be anything from surface animals to Dawmere or golems *heehee*
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Re: The big one PtP 2 suggestions and Ideas Thread

Postby Ein'keos on Sun Nov 21, 2010 9:12 pm

Surface animals seems to make the most sense now, although dawmeres and golems would have been the way to go until now. Gems will be more scarce and Dawmeres are adapted to be awesome below the surface, but not necessarilly above it. We should take advantage of the opportunity this gives us to explore the biological diversity of the surface and get a hold of some truly sweet animals, maybe even some surviving fae!
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