Started by salt1219, October 11, 2013, 06:30:40 PM
Quote from: Tynan on October 11, 2013, 06:35:12 PMStats run from 0-20. 3 is the baseline. 10 is very skilled. 20 is basically unheard of.Colonists do learn over time, but it's slow. I want them to always retain some of their original identity.For a Pirate King, you could have a couple stats over ten, or perhaps one in the mid-teens. This is somewhat more than typical colonists. Ideally high stats are balanced by low ones elsewhere. Really, this is something subject to balancing over time.The powerful weapon thing just means I may create a system that has these characters spawn with weapons from a different pool than the typical raiders. Currently, Drifters come with pistols, Scavengers with pistols, shotguns, and single-shot rifles, and Pirates with assault rifles, sniper rifles, and so on. A Pirate King might spawn with the R4 Charge Rifle (currently a super-powerful assault rifle) or something more exotic. If you get Designer tier I can design a specific weapon that your Pirate King would have (though I can't guarantee it would never appear elsewhere).
Quote from: GC13 on October 11, 2013, 06:55:08 PMIs there any incentive planned for raiders for skills other than Shooting? And maybe their skill in a fistfight. Right now, those skills only come into play if you capture and recruit them. Is anyone who makes their Pirate King good at anything other than killing just tossing in a potential bonus to players?
Quote from: GC13 on October 12, 2013, 11:40:13 AMIt would just be sad if three quarters of the pirate kings were superlative killers and not particularly noteworthy for anything else.
Quote from: British on October 12, 2013, 11:53:47 AMSo I don't really pictures people that have pledged for this tier designing master-growers, so they might be able to recrute them
Quote from: Tynan on October 12, 2013, 01:20:28 PMI can't promise anything besides human. There are no other xenohuman races yet. There will never be aliens.