Skills and Trait Suggestions

Started by palandus, December 11, 2013, 02:36:51 PM

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palandus

My other threads:
"Research Suggestions" http://ludeon.com/forums/index.php?topic=1424
"Furniture Suggestions" http://ludeon.com/forums/index.php?topic=1419.0
"Firearm Suggestions" http://ludeon.com/forums/index.php?topic=1423.0
"Equipment Suggestions" http://ludeon.com/forums/index.php?topic=1426.0

Skills:

Firefighting = Increases melee skill if you beat it without a fire extinguisher. Increases shooting skill if using a fire extinguisher.

Plant Cuting = Increases crop yield (ie how much food is produced when cut) with higher skill.

Cleaning = Increases social skill slowly (think of it as when someone is doing cleaning they are concerned about everyone else's welfare by making their living environment a little more tidy)

Social = Have the ability during combat (with at least 7 in social) to encourage attacking raiders to surrender when there is 33% (or less) of the raiding force left (so if you were raided by 9 people, once it got down to 3 you could attempt to force a surrender). These raiders drop their weapons and act as if they are normal people passing through (which can be captured as normal). Each individual raider gets a persuasion roll. Each colonist with at least 7 social can attempt to persuade them. (Makes nobles useful during combat).

Medicine = Increases social skill and research skill (research because it sometimes takes adaptive thinking to solve a person's physical problems or ailments)

Hauling = Turn into a skill. Levelling it increases carrying capacity (how much food/metal can be carried in a single load) and increases movement speed while carrying a burden (up to normal speed)

Shooting = Allow it to decrease miss chance AND decrease required aiming time (the time it takes to line up a shot(s)).

Melee = Allow it to increase hit chance AND give a chance to deliver a knockout blow (incapicates target); this chance would start out low and increase as you gained levels and only be something for someone to rely on if they had high Melee skill.

2) Abilities: (ie ManualDumb)
NOTE = The intent with these changes is to make these penalties less of a penalty and more of a blessing IF played right. An Assassin could be put on Combat Role for as long as needed and not suffer morale penalties and increase in combat skills faster than any other due to having the traits. This would make Specialists: Assassin, Courtesan, and Nobles; highly sought after due to the fact that they level up their skills at a much higher rate than anyone else with the same skills; Think of it as the cost of specialization into a specific field; they are great at their specialization but terrible at everything else.

If someone has:
-> Intellectual = This character increases in Manual Skills faster (Growing, Mining, Constructing and Repairing) than characters that don't have Intellectual.
-> ManualDumb = This character increases in Social Skill faster than those that don't have ManualDumb.
-> ManualSkilled = This character increases in Research Skill faster than those that don't have ManualSkilled.
-> Social = This character increases in Melee and Shooting skills faster than those that don't have Social.
-> Caring = This character suffers no morale penalties and remains at a constant morale level (ie -20 for very hungry; can still starve though) but cannot level up Social.