Unknown2010-07-17 06:12:13
I was talking with someone and we agreed that a skillset or class that involves augmenting other players could be cool. So I thought I'd put some of my basic ideas for such a thing out there.
Skillset 1: Augmentations. You can modify people to have a bigger brain (exp gain) or give them resistances to certain damage types, or give them bonuses such as faster balance in return for slower equilibrium, etc. There would also be influencing augmentations (plastic surgery, pheromones) and aethercraft augmentations (funky eyes, extra digits on the fingers, or a connection straight from the brain to a module).
The medic would have up to say 4 "patients" at a time, and you can only augment that many people. If you drop a patient, then they lose the augmentations after a short period of time because they are no longer maintained. This would lead to people negotiating for the right to be other people's patients, and keep a small number of people from cornering the market.
When you augment someone and make them one of your small number of "patients", you then negotiate a constant fee with them, the max being 2% of both their gold and experience gain, the minimum being 1% of either. The medics most available to tweak changes would likely be able to charge the highest rates, and popular players would get it for cheaper, etc. The medics could also augment themselves, and this would likely give the class-specific bashing skill.
Skillset 2: Creations. The medic could create their own creations, of two types.
The first type would be a creature that would act as a free guard, that would follow a number of set behaviors. When the guard kills someone, the medic gains experience. If it is destroyed, the medic loses experience. The guard creatures would act as guards for home organization territory, or be ordered to follow the medic as a minion. The guard creatures could be invested with a certain amount of power, which they expend on their own as they attack. If a guard creature is destroyed before all of its power is used up the power is lost; if a guard creature runs out of power it may cease to function and just lie around wherever it had been. Guard creatures could be ordered to seek out and stalk people within the same area, though they would expend power when moving.
The guard creatures could be customized based on a cartel-like, org specific approach.
There would also be an optional lesser creation, either a bird-like creature you can send around to scout areas for you (see what's in its room, and hear things), or a hound creation that will track for items/npcs for you like a hunting companion. Basically one half of a hunting companion's non-PvP like abilities.
The second type of creation would be designer poisons.
A designer poison would let the medic create a poison which they can give their own name to, for power. The design poisons would have new properties that are added on top of existing poisons, such as harder to shrug, more likely to be given to the target, extra sleep effect (not on morphite), extra burning or chilling effect, maybe some other things.
Skillset 3: Psionics, with access to tp, tk or psymet.
Playstyle: I can think of a number of possible approaches that this setup would be capable of. A TK medic could have their creation follow them, it would give the medic's designer poisons, and the medic would attack with TK skills and/or give more of their designer poisons with a bashing and attack skill they've gotten for themselves from augmentation. A psymet medic would be a great basher and follow a theme where they've mastered their own body as well as working with other people's. The class would not be for PvP types obviously, but for people who take on a different approach to things. Basically, a support class
Skillset 1: Augmentations. You can modify people to have a bigger brain (exp gain) or give them resistances to certain damage types, or give them bonuses such as faster balance in return for slower equilibrium, etc. There would also be influencing augmentations (plastic surgery, pheromones) and aethercraft augmentations (funky eyes, extra digits on the fingers, or a connection straight from the brain to a module).
The medic would have up to say 4 "patients" at a time, and you can only augment that many people. If you drop a patient, then they lose the augmentations after a short period of time because they are no longer maintained. This would lead to people negotiating for the right to be other people's patients, and keep a small number of people from cornering the market.
When you augment someone and make them one of your small number of "patients", you then negotiate a constant fee with them, the max being 2% of both their gold and experience gain, the minimum being 1% of either. The medics most available to tweak changes would likely be able to charge the highest rates, and popular players would get it for cheaper, etc. The medics could also augment themselves, and this would likely give the class-specific bashing skill.
Skillset 2: Creations. The medic could create their own creations, of two types.
The first type would be a creature that would act as a free guard, that would follow a number of set behaviors. When the guard kills someone, the medic gains experience. If it is destroyed, the medic loses experience. The guard creatures would act as guards for home organization territory, or be ordered to follow the medic as a minion. The guard creatures could be invested with a certain amount of power, which they expend on their own as they attack. If a guard creature is destroyed before all of its power is used up the power is lost; if a guard creature runs out of power it may cease to function and just lie around wherever it had been. Guard creatures could be ordered to seek out and stalk people within the same area, though they would expend power when moving.
The guard creatures could be customized based on a cartel-like, org specific approach.
There would also be an optional lesser creation, either a bird-like creature you can send around to scout areas for you (see what's in its room, and hear things), or a hound creation that will track for items/npcs for you like a hunting companion. Basically one half of a hunting companion's non-PvP like abilities.
The second type of creation would be designer poisons.
A designer poison would let the medic create a poison which they can give their own name to, for power. The design poisons would have new properties that are added on top of existing poisons, such as harder to shrug, more likely to be given to the target, extra sleep effect (not on morphite), extra burning or chilling effect, maybe some other things.
Skillset 3: Psionics, with access to tp, tk or psymet.
Playstyle: I can think of a number of possible approaches that this setup would be capable of. A TK medic could have their creation follow them, it would give the medic's designer poisons, and the medic would attack with TK skills and/or give more of their designer poisons with a bashing and attack skill they've gotten for themselves from augmentation. A psymet medic would be a great basher and follow a theme where they've mastered their own body as well as working with other people's. The class would not be for PvP types obviously, but for people who take on a different approach to things. Basically, a support class
Casilu2010-07-17 06:20:19
Sure, but only if after doing enough healing he could make one person and himself invulnerable for a few seconds.
Unknown2010-07-17 06:52:46
Here's some sample skills I've come up with for augmentation For influencing skills.
Fakechest
Available only to women, a fake chest will increase your patient's ability to influence male denizens, while decreasing their ability to influence female denizens.
Fakelashes
Fake eyelash extensions will give men more influencing power over women, though other men will respect them less. While this can be performed on women, men tend not to notice or care.
Nosejob
A quick nose job will improve your patient's ability to influence denizens of a sensuous disposition, though the more paranoid and intimidating denizens will not be able to stop staring.
Jawline
A more pronounced jawline will improve your patient's ability to influence those denizens who are brave souls, though some greedy buggers may feel resentful.
Fakechest
Available only to women, a fake chest will increase your patient's ability to influence male denizens, while decreasing their ability to influence female denizens.
Fakelashes
Fake eyelash extensions will give men more influencing power over women, though other men will respect them less. While this can be performed on women, men tend not to notice or care.
Nosejob
A quick nose job will improve your patient's ability to influence denizens of a sensuous disposition, though the more paranoid and intimidating denizens will not be able to stop staring.
Jawline
A more pronounced jawline will improve your patient's ability to influence those denizens who are brave souls, though some greedy buggers may feel resentful.
Xaldrin2010-08-01 08:22:59
Where I'd love to see new non-PvP classes... This one seems a bit O/P. Maybe something similar, but I can't see how most of this could work out in the actual game. Having a creature and poisons and buffs, and etc... It's just too much.