Sirrocco: *This* page was *also* getting a bit long, so I'm setting up an archive page for it. Everything that's done and gone and implemented will be deleted. After all, with implementation, it's no longer a strange idea. Everything that's still unimplemented for whatever reason will be archived - it might be useful inspiration for later.

Chi

As of V090 This section was added to the wiki pre V085, and since then pretty much everything that Sirrocco proposed has been implemented. Many thanks to him for having such terrific ideas! Here are a few straggler concepts:

Sirrocco:

Technology

As of V090 Technomnancy needs love. Most of this discussion predates V085, but much of it is still relevant.

BucketMan: Technology has picked up a good chunk of power and usefulness in DV, and I'm thinking it may need some conceptual revisions as well. I'm toying with the idea of expanding the 'non-Technomancer' range to 20 Technology skill (thus a hefty 60 total skill points, and rework the Intelligence requirement) and then making Construction and Disassembly trained solely through actual use. As in, you build something, you gain skill. You dismantle something, you gain skill. Items can be flagged as 'already caused a gain' to prevent people from feeling the need to sit in town and scum build/disassemble. Unfortunately, I've a sneaking suspicion that this sort of arrangement soudns good on paper, but ultimately might end up aborted, like the xp-gain skill system was. Technology isn't as badly in need of revision as Chi was, but it does need something, and I'm not entirely certain what.

Like Chi, we probably need to wait for V085 to be released, but feedback is welcome.

Sirrocco: a few instant reactions...

BucketMan: I think I have a general idea where I want to go. Technomancy is moving towards becoming viable as a primary profession. Simply one that isn't available in the early game. Similar to chi, and in fact, completely viable as an alternative to chi. But, differently cooperative with the skills of the existing professions. You can play a dedicated barehanded fighter. Or a dedicated weapons fighter. Or a dedicated marksman. If you want to take up Chi, you're probably playing barehanded or weapons in the early game, and then add chi later on to enhance what you already do. You could play a dedicated chi practitioner, but you'd have a tough time in the early game. (In fact, a dedicated Chi practitioner is probably the most powerful possible character in DBT. 10,000 damage chi blasts, anyone? Free, infinite heal-self for 1000hp per turn? Spending skill points on fighting skills will be the only thing that keeps you from doing this.) Just like Chi, a player who picks up Technomancy is probably going to play something else, in this case either a weapons fighter or a marksman, and use Technomancy to enhance themselves, in lieu of Chi. But, like Chi, I'd like to make a dedicated Technomancer (i.e. the gadget's wizard) a viable option (Stack of 99 oxygen tanks, lure a monster and toss a grenade, anyone?) Just one that's similarly difficult to survive the early game to be able to pull off as a dedicated profession. And finally, like marksmanship, but unlike Chi, it will only be viable for the easy 'Melkor' endings (i.e.: Dr Gero, Freeza, the Androids and Cell) but not through to the ultimate 'The Void' ending (i.e.: Buu.)

Dance Partners

As of V090 Most of this has gone official, and is either implemented, or pending implementation. Leftover concepts:

Skills and combat

BucketMan: TaeKwonDo could come back. (Again, it's a ridiculous omission.) We could gain Aikido to oppose Judo, and Greco-Roman wrestling or Jiu-Jutsu to oppose Sumo. Kungfu could be divided into into northern and southern styles. I've toyed with the idea of having two separate 'school' systems. 'Martial Arts' on one side, and then Ballet, Yoga, Pilates, and 'The Gym' on the other. Lots of possibilities. The issue ia having too many schools, and that's the only reason we lost TaeKwonDo. Unfortunately there kind of aren't enough basic skills to go around, and with too many schools it stops mattering where you study at because it all start to be the same, but with different names. There's also the issue of having the ultimate end-game skillcaps coming out in the right spot. As of right now, eight schools is the 'magic' number to get everything to come out right, and we're contorting slightly to make that number happen.

Sirrocco: Skills: one obvious place for skills is in the ninja strike-from-stealth realm. Split stealth in two parts. Normal stealth just lets you move around quietly. Assassinate lets you use that stealth for lots of extra damage and keeps your kills stealthy too.

Firearms

SkizzaltixZaxali: I made a new section for this, because it didn't seem to fit into anything else. Note that I posted this last week on the content to-do list, and then looked at the list of subcategories and noticed this page ; So, here goes:

And then, to add another pop-culture reference to DBT:

Then you could have shotguns:

Rifles:

Automatic weapons:

BucketMan: Differentiating firearms like this is not likely to happen any time soon, if at all. We'll be picking up shotguns and miniguns sometime between now and technomancer battlesuits, but I don't anticipate breaking down gun TVAL's into large numbers of unique weapons. They absolutely belong in the world, but it's simply not something I want to focus tremendously on. I'm also not planning on implementing variable reload times or variable capacity clips. Consider the current arrangement: ammo capacity is determined by gun, and clips are generic for all firearms. No basis in reality whatsoever. But I just don't see a realistic system adding very much to gameplay. Do players want to have to wait multiple turns to reload a gun? Do players want to have to juggle half a dozen different types of ammunition? Do players want clips and bullets to be different things? Do players want their firearm accessories to wear out and break from use? Do players want to be required to clean their weapons after swimming? I don't think so. And when you take all this away what's left is mostly just 'guns with different names.' So again, I don't think we'll go that way. Plus, some of the distinctions you've suggested above don't make a lot of sense to me. A "hunting" rifle is any rifle you hunt with. You can hunt with an AK perfectly well. And what's an "assault" rifle? Take any civil-war era wooden stock rifle, add a pistol grip, metal folding stock, scope and a tripod and poof! You have an assault rifle. We could do this...after all, silencers and ballistic plates can already be added to guns and ballistic jackets, but adding this level of detail would take a lot of time and energy away from other things...and what is gained by it? In the end it mostly comes down to damage multipliers and ammo capacity. So, overall the plan is to only introduce firearms in ways that allow them to be different. I am planning on importing shotguns from Zombie Horror, along with the two new ammo types, and miniguns primarily for mounting on technomancable suits.

BucketMan: Meh. I felt inspired. Guns are getting some love right now. Not quite what you asked for, but improvements nonetheless.

Modules/Dragon Ball T/Strange Ideas (last edited 2008-01-06 16:14:29 by SkizzaltixZaxali)