Image Designer Archive
Thread: More input needed: Let's Talk About: Combat and ID
When there's no more recursive macros there will be no more AFK leveling, and there will bea derth of Musicians and Dancers, and I'm up for supporting them as they piece the profession back together.
theshuuji wrote:
I'll go along with that argument when I see more live entertainers. As long as most of the entertainers I see level while afk, I don't see the need to make extra effort to speed them along.
Message Edited by Rrowann on 08-07-2004 02:29 PM
Nouva wrote:
Hi Fuschia!
To explain the BF buff I'll just requote my last post:
Example: Tom comes in for an ID session, if he hangs out and gets designed for 5 minutes he will get a bonus to his BF accumulation. Lets say Tom began at 0 BF, after 5 minutes an ID can buff his BF to -500. (thats right -500) As Tom fights this negative number will accumulate BF and go back to 0 and eventually begin to accumulate positive (bad) battle fatigue as he fights longer...So when he begins battle he has -500 BF. He gets into a long fight and gets 50 BF, his total is now -450. He gets into a huge GCW war and takes 100 BF, now his total is -350. He hunts on Yavin and takes another 100 BF, now his total is -250. He then goes with a few friends to the Death Watch Bunker and gets 200 BF, his total is now -50. Tom then does a few missions and gets 50 BF, his BF is 0 now and will start accumulating BF as normal. He then fights some squills and gets 25 BF, his BF is now 25... and so on...
So what it does is grants you a BF buffer that is removed first before you really begin to accumulate BF. While this buffer is in effect, you cannot get BF healed (because you havent accumulated any), nor can you get rebuffed by an ID. I came up with this idea on the many concerns of combat types going into cantinas every 10 minutes. Combat types like staying in the field longer, and when they do so are happier. The longer they stay out there, the richer they get. The more rich and happy they are, the more likely they are to give entertainers bigger tips, which most dancers and musicians complain about as well, (not getting decent tips). The number doesnt even have to be -500, it can be any value the devs would deem appropriate for a BF buffer. I hope this is a bit more clear...
Message Edited by Syzygy-Gorath on 08-07-2004 06:34 PM
I don't know about you, but I played with FS luck when TC2 was up for P9 testing, and if that's the sort of thing you had in mind…well, it wasn't very useful. Charisma would be awesome if NPC-given missions were branching and it'd allow you options you wouldn't otherwise have, but since everything in this game is linear I'm not sure what the point would be.
Kwee wrote:
My latest post is gone tooUnless I'm losing it and I posted it elsewhere. I was asking what everyone thought about the idea of buffing charisma, which has come up in the past. Charisma being a feel good result of having ID work done, maybe something spa-ish, which increases the odds of good things happening. Much like "luck" in other games.
Kwee wrote:
I was asking what everyone thought about the idea of buffing charisma
Example: Tom comes in for an ID session, if he hangs out and gets designed for 5 minutes he will get a bonus to his BF accumulation. Lets say Tom began at 0 BF, after 5 minutes an ID can buff his BF to -500. (thats right -500) As Tom fights this negative number will accumulate BF and go back to 0 and eventually begin to accumulate positive (bad) battle fatigue as he fights longer...So when he begins battle he has -500 BF. He gets into a long fight and gets 50 BF, his total is now -450. He gets into a huge GCW war and takes 100 BF, now his total is -350. He hunts on Yavin and takes another 100 BF, now his total is -250. He then goes with a few friends to the Death Watch Bunker and gets 200 BF, his total is now -50. Tom then does a few missions and gets 50 BF, his BF is 0 now and will start accumulating BF as normal. He then fights some squills and gets 25 BF, his BF is now 25... and so on...
So what it does is grants you a BF buffer that is removed first before you really begin to accumulate BF. While this buffer is in effect, you cannot get BF healed (because you havent accumulated any), nor can you get rebuffed by an ID. I came up with this idea on the many concerns of combat types going into cantinas every 10 minutes. Combat types like staying in the field longer, and when they do so are happier. The longer they stay out there, the richer they get. The more rich and happy they are, the more likely they are to give entertainers bigger tips, which most dancers and musicians complain about as well, (not getting decent tips). The number doesnt even have to be -500, it can be any value the devs would deem appropriate for a BF buffer. I hope this is a bit more clear...
On a similar note to the buff idea, has anyone ever been backstage at a play? What if instead of buffing the combat people and putting us in compitition w/ dancers and musicians, we buff the buffers? Apply the hair glitter, makeup, and whatnot that enhances *their* skills to help the combat types. It would help us by giving us more skills and ways to help other people. It would help them by makeing them better at what they do, and it would help the combat people indirectly the same way. This would give us more of a role in the whole entertainment family also. I dunno, just an idea. Feel free to tear it up or twist it however you see fit ^_^
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Another thought: This would make the ATK entertainers more valuable as well because they could come refresh their kit between performances, while the AFK buffbots would have stuff wear off and NOT be as good at what they do. Okok, i'm going now. hehe. Have fuN!