Skill books! Library and Trait Ideas.

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Dr_bee
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Skill books! Library and Trait Ideas.

Post by Dr_bee » #405358

The basic idea would be to do what was done to bartender drink throwing, but for other job unique skills, as well as giving the library a non-RP reason for existing.

Job skills would be converted into traits that are gained on spawn instead of invisible bonuses. Skill books would exist that would grant these traits to people who took time to read them.

Skill books would take 5 minutes of uninterrupted reading base, being tweaked based on the value of the skill. This can be reduced by doing certain things; like turning off your radio, going into a private room with no one else in it, reading in the library, or having tea or coffee in your system. Certain academic jobs would have a "speed reading" trait at round start that would give a small bonus to reading as well (This would also be a skill book! "Speed Reading for Dummies"). This can only reduced to half of the base reading time.

This would give gaining skills require some time dedication as well as making a person vulnerable to attack while reading, as you are encouraged to isolate yourself. The books can also only be used by one person at a time obviously, leading to a limited a mount of skills being granted during a round.

The library would start with a few random skill books each round, with more being able to be ordered from cargo. The Curator would be encouraged to actually keep track of where these books are so more than one person can use them.

Examples of skill books would be allowing holy water production with bibles, healing from bananas, and mime powers with the vow of silence.

This would also be a nice base to add more skill traits to the game, such as KorPhaeron's security perks PR.
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DemonFiren
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Re: Skill books! Library and Trait Ideas.

Post by DemonFiren » #405368

>skill books
what next, we gonna turn into fallout 13?
we gonna make everything cogs and turn into dwemerstation?
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non-lizard things:
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Armhulen
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Re: Skill books! Library and Trait Ideas.

Post by Armhulen » #405470

I made the granter system expanded for just this, enjoy
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Re: Skill books! Library and Trait Ideas.

Post by somerandomguy » #405475

Have one that either decreases your click delay, makes do_afters faster, or gives you martial art-style aggressive grabs, but make it take a really long time to read.
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Re: Skill books! Library and Trait Ideas.

Post by Shaps-cloud » #405476

Skill books would take 5 minutes of uninterrupted reading base, being tweaked based on the value of the skill.
lol
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Re: Skill books! Library and Trait Ideas.

Post by D&B » #405478

So lifeweb skill learning?
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Re: Skill books! Library and Trait Ideas.

Post by SaveVatznick » #405481

Reading enough books should make you talk in a different font to show you're educated. Also, every assistant rushes the CQC aggressive grab manual.
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Re: Skill books! Library and Trait Ideas.

Post by Qbmax32 » #405485

D&B wrote:So lifeweb skill learning?
Stop
my admin feedback thread


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Re: Skill books! Library and Trait Ideas.

Post by Dr_bee » #405553

Shaps-cloud wrote:
Skill books would take 5 minutes of uninterrupted reading base, being tweaked based on the value of the skill.
lol
You come up with a way to balance it out instead of just laughing at the idea please. My reasoning was that it would mean you would have to isolate yourself or risk interruption, leading to opportunities to be attacked or kidnapped by antagonists.
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Re: Skill books! Library and Trait Ideas.

Post by Not-Dorsidarf » #405663

Make the skill books be some of the roundstart stock of library books on the shelf, but unmarked, so you have to read Rin x Luke fanfic for a minute in the hope of getting the skills

And the librarian can swap out his starting stock of books with new printed ones and hide in his office reading them until the Armed dm Dangerous Reading Club figures out the switcheroo and breaks the door down
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Re: Skill books! Library and Trait Ideas.

Post by oranges » #405672

it's a bad idea, mostly because we dont' enforce skills
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Re: Skill books! Library and Trait Ideas.

Post by Dr. Chef » #405687

oranges wrote:it's a bad idea, mostly because we dont' enforce skills
The only way a player can prove they have skills is by being robust.
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Re: Skill books! Library and Trait Ideas.

Post by Dr_bee » #405964

oranges wrote:it's a bad idea, mostly because we dont' enforce skills
Elaborate please? I dont fully understand what you mean.
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Re: Skill books! Library and Trait Ideas.

Post by somerandomguy » #405971

oranges wrote:it's a bad idea, mostly because we dont' enforce skills
This is less skills as in setting up the engine and more skills as in CQC
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Re: Skill books! Library and Trait Ideas.

Post by PKPenguin321 » #405974

Dr_bee wrote:
oranges wrote:it's a bad idea, mostly because we dont' enforce skills
Elaborate please? I dont fully understand what you mean.
i believe he means how on other servers only medical doctors are allowed to do surgery, only engineers are allowed to set up the engine, etc, because only they should ICly know how to do those things. here, anybody can do anything regardless of role.
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Re: Skill books! Library and Trait Ideas.

Post by Dr_bee » #406024

PKPenguin321 wrote:
Dr_bee wrote:
oranges wrote:it's a bad idea, mostly because we dont' enforce skills
Elaborate please? I dont fully understand what you mean.
i believe he means how on other servers only medical doctors are allowed to do surgery, only engineers are allowed to set up the engine, etc, because only they should ICly know how to do those things. here, anybody can do anything regardless of role.
I was speaking about special abilities not in character skills. Did Oranges even read my post or was I unclear?

I am talking about things like the bartender's drink throwing ability, which was already given to a skillbook. I am basically suggesting to expand upon that system and integrate it with the library and cargo.
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Re: Skill books! Library and Trait Ideas.

Post by oranges » #406053

one

that's about the only actual "skill" that your'e describing

two

it's a job reward that you are about to strip and give to everyone, making it worthless
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Re: Skill books! Library and Trait Ideas.

Post by Dr_bee » #406070

oranges wrote:one

that's about the only actual "skill" that your'e describing

two

it's a job reward that you are about to strip and give to everyone, making it worthless
It is already freely available to anyone who can hack a door Oranges.
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Re: Skill books! Library and Trait Ideas.

Post by SpaceInaba » #406291

curator here this idea sucks, all it will encourage is people locking themselves in a study reading a book so they can EPIC POWERGAME troll the station with whatever skill they feel is best for the job

also giving job specific gimmicks like the mime powers to anybody who reads a book for 5 minutes is moronic in and of itself
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Re: Skill books! Library and Trait Ideas.

Post by Armhulen » #406297

Timing is all off. The time spent should be trying to steal the books from people who hold them, AKA the people in those jobs. Not just reading. Personally I like this idea if you made the book reading much shorter and added more skills for jobs to use

barotrauma was right all along btw.
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Re: Skill books! Library and Trait Ideas.

Post by Nabski » #406300

Can't hack a door unless you're an engineer or have read the hacking book.

Can't use chemistry unless you have read chemistry for dummies.

Can't do genetics unless you read the cloning book.

Can't do botany unless you read that little paper from jimbo or whatever that thing is.

This seems like it would only cut down on the ability to power game, the items are still just sitting in the room there for anyone to use. STEAL MY DISPENSER NOW WILL YOU EVIL BOTANIST. I HAVE THE BOOK AND THE HIGH GROUND.
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Re: Skill books! Library and Trait Ideas.

Post by PKPenguin321 » #406302

Nabski wrote:Can't hack a door unless you're an engineer or have read the hacking book.

Can't use chemistry unless you have read chemistry for dummies.

Can't do genetics unless you read the cloning book.

Can't do botany unless you read that little paper from jimbo or whatever that thing is.

This seems like it would only cut down on the ability to power game, the items are still just sitting in the room there for anyone to use. STEAL MY DISPENSER NOW WILL YOU EVIL BOTANIST. I HAVE THE BOOK AND THE HIGH GROUND.
no that sucks dick
one of the best parts of /tg/ is unrestricted actions. anybody being able to do anything is one of the main reasons to play here. go to bay if you want this
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Re: Skill books! Library and Trait Ideas.

Post by Armhulen » #406304

Nabski wrote:Can't hack a door unless you're an engineer or have read the hacking book.

Can't use chemistry unless you have read chemistry for dummies.

Can't do genetics unless you read the cloning book.

Can't do botany unless you read that little paper from jimbo or whatever that thing is.

This seems like it would only cut down on the ability to power game, the items are still just sitting in the room there for anyone to use. STEAL MY DISPENSER NOW WILL YOU EVIL BOTANIST. I HAVE THE BOOK AND THE HIGH GROUND.
I didn't think of any of the bonuses of knowing the book as being "you can't"s and stuff, I was thinking something more like doctors healing for more and engineers building faster and assistants knowing the map of maintenance, something like that. some would be in books, some would not unless the librarly randomly generates it at the start of the round. something like that so there are some cool interactions like assassination actually crippling the station by removing key figures from the round who have skills
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Re: Skill books! Library and Trait Ideas.

Post by somerandomguy » #406311

Armhulen wrote:
Nabski wrote:Can't hack a door unless you're an engineer or have read the hacking book.

Can't use chemistry unless you have read chemistry for dummies.

Can't do genetics unless you read the cloning book.

Can't do botany unless you read that little paper from jimbo or whatever that thing is.

This seems like it would only cut down on the ability to power game, the items are still just sitting in the room there for anyone to use. STEAL MY DISPENSER NOW WILL YOU EVIL BOTANIST. I HAVE THE BOOK AND THE HIGH GROUND.
I didn't think of any of the bonuses of knowing the book as being "you can't"s and stuff, I was thinking something more like doctors healing for more and engineers building faster and assistants knowing the map of maintenance, something like that. some would be in books, some would not unless the librarly randomly generates it at the start of the round. something like that so there are some cool interactions like assassination actually crippling the station by removing key figures from the round who have skills
Assistants having a map of maint is something that can be replicated easily without it. Assistants having nightvis, xray, or thermals that only work on maint tiles, however, would still fit the theme but be actually unique (although probably pretty op).
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Re: Skill books! Library and Trait Ideas.

Post by Armhulen » #406317

somerandomguy wrote:
Armhulen wrote:
Nabski wrote:Can't hack a door unless you're an engineer or have read the hacking book.

Can't use chemistry unless you have read chemistry for dummies.

Can't do genetics unless you read the cloning book.

Can't do botany unless you read that little paper from jimbo or whatever that thing is.

This seems like it would only cut down on the ability to power game, the items are still just sitting in the room there for anyone to use. STEAL MY DISPENSER NOW WILL YOU EVIL BOTANIST. I HAVE THE BOOK AND THE HIGH GROUND.
I didn't think of any of the bonuses of knowing the book as being "you can't"s and stuff, I was thinking something more like doctors healing for more and engineers building faster and assistants knowing the map of maintenance, something like that. some would be in books, some would not unless the librarly randomly generates it at the start of the round. something like that so there are some cool interactions like assassination actually crippling the station by removing key figures from the round who have skills
Assistants having a map of maint is something that can be replicated easily without it. Assistants having nightvis, xray, or thermals that only work on maint tiles, however, would still fit the theme but be actually unique (although probably pretty op).
Just dropping ideas sir.
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Re: Skill books! Library and Trait Ideas.

Post by Luke Cox » #406322

I think this is generally a good idea, so long as we don't lock things like surgery and chemistry behind traits. Just make these bonus positive traits that make things a little more efficient.
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Re: Skill books! Library and Trait Ideas.

Post by Nabski » #406326

I'm going to be really sad if someone takes my shitpost and makes it real.
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Re: Skill books! Library and Trait Ideas.

Post by Dr_bee » #406349

Luke Cox wrote:I think this is generally a good idea, so long as we don't lock things like surgery and chemistry behind traits. Just make these bonus positive traits that make things a little more efficient.
That was the idea. It is a base to add more job unique abilities, that are balanced by the fact that anyone can gain them. It also solves the problem of people changing jobs to mime or chaplain, and lacking what makes those jobs useful.

It wouldnt be anything serious or powerful, just job tricks. Think along the lines of the skittish trait in terms of power.

Kor was considering adding perks to security officers based on their department assignment, and skill books combined with traits would be a good way to implement them.

Cook CQC probably shouldnt be a skillbook, to be honest I dont know why it is a thing anyway, its stupidly powerful.
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Re: Skill books! Library and Trait Ideas.

Post by ComradeNecron » #406937

Dr_bee wrote:
Luke Cox wrote:I think this is generally a good idea, so long as we don't lock things like surgery and chemistry behind traits. Just make these bonus positive traits that make things a little more efficient.
That was the idea. It is a base to add more job unique abilities, that are balanced by the fact that anyone can gain them. It also solves the problem of people changing jobs to mime or chaplain, and lacking what makes those jobs useful.

It wouldnt be anything serious or powerful, just job tricks. Think along the lines of the skittish trait in terms of power.

Kor was considering adding perks to security officers based on their department assignment, and skill books combined with traits would be a good way to implement them.

Cook CQC probably shouldnt be a skillbook, to be honest I dont know why it is a thing anyway, its stupidly powerful.
because the whetstone is a thing, and as a result you gotta keep greyshits out of the kitchen
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