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Character Traits

Posted: Wed Feb 07, 2018 5:34 pm
by SpaceInaba
Do I really have to explain this its pretty self explanatory I just wanna see what you guys think of it

Re: Character Traits

Posted: Wed Feb 07, 2018 5:37 pm
by pogoco25
Roleplay? In MY deathmatch station?

Re: Character Traits

Posted: Wed Feb 07, 2018 5:57 pm
by Shaps-cloud
Imolement it

Re: Character Traits

Posted: Wed Feb 07, 2018 6:17 pm
by Xhuis
It'd probably be easy to implement something like this but I'm not sure of which traits would be interesting or neat that wouldn't break the flow or be mandatory to take

Re: Character Traits

Posted: Wed Feb 07, 2018 6:33 pm
by MMMiracles
Just keep it to shit that has no balance requirements/is a straight downgrade, i.e language gimmicks (italian, swedish borks) and nearsightedness.

Re: Character Traits

Posted: Wed Feb 07, 2018 7:25 pm
by cedarbridge
Roundstart missing limbs

Re: Character Traits

Posted: Wed Feb 07, 2018 11:56 pm
by Anonmare
Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities

Re: Character Traits

Posted: Thu Feb 08, 2018 12:41 am
by PKPenguin321
Anonmare wrote:Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities
>start round with every genetic disability
>go geneticist
>save own genes then clean self and make the perfect human

Re: Character Traits

Posted: Thu Feb 08, 2018 1:47 am
by Qbopper
Anonmare wrote:Funny accents
I think having accents be traits is almost a disservice to the dedicated few who keep up their IC accents but it would be funny yeah

Re: Character Traits

Posted: Thu Feb 08, 2018 1:49 am
by Wyzack
I am surprised this hasnt been met with a storm of "GO BACK TO BAY RP FAGGITS REEEE" since it is a baystation feature and would be pretty cool to have

Re: Character Traits

Posted: Thu Feb 08, 2018 2:15 am
by PKPenguin321
Wyzack wrote:I am surprised this hasnt been met with a storm of "GO BACK TO BAY RP FAGGITS REEEE" since it is a baystation feature and would be pretty cool to have
me too actually. i always thought traits were kind of neat and that it would be cool if we had them (minus things where you cant pilot a mech unless you have the mech pilot trait, cant cook food without chef trait, etc). obviously we'd have to account for powergame-able traits here, like we absolutely cant let people start with guns for example

Re: Character Traits

Posted: Thu Feb 08, 2018 2:22 am
by Wyzack
Yeah, but something easy to get like a zippo lighter or pair of prescription glasses would be cool

Re: Character Traits

Posted: Thu Feb 08, 2018 2:22 am
by Anonmare
PKPenguin321 wrote:
Anonmare wrote:Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities
>start round with every genetic disability
>go geneticist
>save own genes then clean self and make the perfect human
Feature

Re: Character Traits

Posted: Thu Feb 08, 2018 4:07 am
by PKPenguin321
Anonmare wrote:
PKPenguin321 wrote:
Anonmare wrote:Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities
>start round with every genetic disability
>go geneticist
>save own genes then clean self and make the perfect human
Feature
this actually reminds me i dont remember which game but my friend was telling me about some tabletop he was playing where character creation basically had a trait system where you have point values on each, with good traits costing points and bad traits giving points, and somebody managed to minmax it hard enough to make a character that was blind, deaf, mute, couldnt feel, had no arms, no legs, no hair, no ears, no nose, was sickly, and had bad proportions preventing him from wearing most clothing items, BUT was all-knowing and could time travel. so basically you have just a naked torso that you cant really interact with beyond letting it smell things but it can vanish from existence now and then. they stuck sticky notes to him to try to send messages back in time but couldnt reliably communicate well enough through smell to get them to the right destinations. pretty funny

Re: Character Traits

Posted: Thu Feb 08, 2018 6:05 am
by Xhuis

Re: Character Traits

Posted: Thu Feb 08, 2018 6:21 am
by Nilons
I just wanna start with a mechanical arm

Re: Character Traits

Posted: Thu Feb 08, 2018 7:29 am
by Okand37
Qbopper wrote:
Anonmare wrote:Funny accents
I think having accents be traits is almost a disservice to the dedicated few who keep up their IC accents but it would be funny yeah
As one of such people, I for one would welcome the approach to more character diversity. Most of the accents we have in the game currently aren't really heavy and affect the text in a very minor way. Besides, stocks in apostrophes will go up and I'll be able to sell high.

Re: Character Traits

Posted: Thu Feb 08, 2018 8:24 am
by Xhagi
Nilons wrote:I just wanna start with a mechanical arm
This please. Round start augments all day erry day. Even if it means heavily rebalancing them/limiting to one limb.

Re: Character Traits

Posted: Thu Feb 08, 2018 9:02 am
by Dr_bee
Xhagi wrote:
Nilons wrote:I just wanna start with a mechanical arm
This please. Round start augments all day erry day. Even if it means heavily rebalancing them/limiting to one limb.
Or you can just have people spawn with the el-cheapo mechanical arms that medbay gets.

Re: Character Traits

Posted: Thu Feb 08, 2018 11:05 am
by Screemonster
PKPenguin321 wrote:
Anonmare wrote:
PKPenguin321 wrote:
Anonmare wrote:Roundstart addictions
Minor starting trinkets, like a hat or a jumpsuit accessory
Funny accents
Criminal record
Medical record
Misspelling on your ID
Start with a tablet instead of a PDA
Roundstart phobia
Roundstart disabilities
>start round with every genetic disability
>go geneticist
>save own genes then clean self and make the perfect human
Feature
this actually reminds me i dont remember which game but my friend was telling me about some tabletop he was playing where character creation basically had a trait system where you have point values on each, with good traits costing points and bad traits giving points, and somebody managed to minmax it hard enough to make a character that was blind, deaf, mute, couldnt feel, had no arms, no legs, no hair, no ears, no nose, was sickly, and had bad proportions preventing him from wearing most clothing items, BUT was all-knowing and could time travel. so basically you have just a naked torso that you cant really interact with beyond letting it smell things but it can vanish from existence now and then. they stuck sticky notes to him to try to send messages back in time but couldnt reliably communicate well enough through smell to get them to the right destinations. pretty funny
I did this in a game once, the system had an attribute for owning a vehicle/mecha and it was basically just "drop 4 of your character points, get 20 back for building your vehicle" so you made your character weaker in order to make their vehicle stronger

I basically just made a character that was a posibrain and dumped the rest into various robots/drones

Re: Character Traits

Posted: Thu Feb 08, 2018 12:42 pm
by Qbopper
Okand37 wrote:
Qbopper wrote:
Anonmare wrote:Funny accents
I think having accents be traits is almost a disservice to the dedicated few who keep up their IC accents but it would be funny yeah
As one of such people, I for one would welcome the approach to more character diversity. Most of the accents we have in the game currently aren't really heavy and affect the text in a very minor way. Besides, stocks in apostrophes will go up and I'll be able to sell high.
yeah I was half memeing it would be a neat touch and would miss some of the specific nuances that you can't get with code (or at least can't get easily with code)

Re: Character Traits

Posted: Thu Feb 08, 2018 2:18 pm
by darkpaladin109
Dr_bee wrote:
Xhagi wrote:
Nilons wrote:I just wanna start with a mechanical arm
This please. Round start augments all day erry day. Even if it means heavily rebalancing them/limiting to one limb.
Or you can just have people spawn with the el-cheapo mechanical arms that medbay gets.
Best way to do this IMO.

Re: Character Traits

Posted: Thu Feb 08, 2018 8:35 pm
by Xhuis
People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)

Re: Character Traits

Posted: Thu Feb 08, 2018 9:31 pm
by Armhulen
Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.

Re: Character Traits

Posted: Thu Feb 08, 2018 9:41 pm
by MMMiracles
Armhulen wrote:
Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.
The surplus limbs medbay gets have a max damage of 20 before they become useless, which is almost 3x worse than a regular limb at 75. They also suffer the same issues with EMPs as their superior counterparts do, so they seem like enough of a downside for +1.

Re: Character Traits

Posted: Thu Feb 08, 2018 9:42 pm
by PKPenguin321
MMMiracles wrote:
Armhulen wrote:
Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.
The surplus limbs medbay gets have a max damage of 20 before they become useless, which is almost 3x worse than a regular limb at 75. They also suffer the same issues with EMPs as their superior counterparts do, so they seem like enough of a downside for +1.
but you can also take them off and replace them with a proper limb with relative ease

Re: Character Traits

Posted: Thu Feb 08, 2018 9:51 pm
by MMMiracles
PKPenguin321 wrote:
MMMiracles wrote:
Armhulen wrote:
Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.
The surplus limbs medbay gets have a max damage of 20 before they become useless, which is almost 3x worse than a regular limb at 75. They also suffer the same issues with EMPs as their superior counterparts do, so they seem like enough of a downside for +1.
but you can also take them off and replace them with a proper limb with relative ease
Nearsightedness can be cured pretty easily too, but the main thing is that you still help from another person. You'll also need to do this every single round you have this rolled to try and game a system that gives benefits minor enough to where they might come into use every 10ish rounds.

Re: Character Traits

Posted: Thu Feb 08, 2018 10:06 pm
by PKPenguin321
MMMiracles wrote:
PKPenguin321 wrote:
MMMiracles wrote:
Armhulen wrote:
Xhuis wrote:People seem to have had the idea after I started working on it, but now you don't have to worry! I added a Prosthetic Limb trait, that randomly replaces one of your arms or legs with a surplus prosthetic variant. It gives you +1 points (since it's a negative one.)
prosthetics is a very very small downside compared to the other ones, it has to be a much worse limb.
The surplus limbs medbay gets have a max damage of 20 before they become useless, which is almost 3x worse than a regular limb at 75. They also suffer the same issues with EMPs as their superior counterparts do, so they seem like enough of a downside for +1.
but you can also take them off and replace them with a proper limb with relative ease
Nearsightedness can be cured pretty easily too, but the main thing is that you still help from another person.
No, the trait in the PR overrides genetics

Re: Character Traits

Posted: Thu Feb 08, 2018 10:14 pm
by Armhulen
I don't think that traits should be a thing that overrides traumas and genetics and all that with it's own system, it should just be applying these as traumas or genetic traits or spawning with limbs and stuff

Re: Character Traits

Posted: Thu Feb 08, 2018 11:02 pm
by Xhuis
Traits don't override traumas and genetics; they utilize the already-existing trait system to prevent certain ones from being cured by roundstart. For instance, eye surgery cannot fix nearsightedness, due to starting with it at the beginning of the round.

Surplus prosthetic limbs are weak and will break very quickly. They can be replaced with others, true, but so can normal arms and legs in the first place. It's a negative trait because you have to go out of your way to do so if you want to neutralize the downside, whereas traits like nearsightedness physically can't be removed if you start with them roundstart.

Re: Character Traits

Posted: Thu Feb 08, 2018 11:10 pm
by Nilons
You should make regular mechanical limbs an option but have it cost points instead of give them

Re: Character Traits

Posted: Sat Feb 10, 2018 10:43 am
by Karp
You could just make it so that the patient has a hyperactive immune system which rejects all limbs via slowly eating them alive and turning the limb necrotic except for prosthetics or just outright refusing actual limbs if you want an actual lore/downside bit to it.

I think just having a point neutral mechanical limb that grants no advantages and a disadvantage with EMPAbleness would be cool, could be expanded kinda like bay did with mechanical organs. Would be hilarious to watch a wizard EMP his own heart out roundstart because it's his disability or for a nuke op to be teamkilled and suffocate to death off of a stray ion shot. It's the future, where are my augmented humans?