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We are considering the following changes to the skill system and this thread is open to the discussion of these and other suggested skill changes.
Removal:
�- Law
�- Stock Market
Changes:
�* munitions becomes metal-smithing
�
Addition:
�+ Tailoring
�+ Bartending
Law and Stock Market skills were a misguided attempt at upperclass skills, but we've really not done anything with them and with the lack of lawyers, it just gets more pointless to have Law.
Munitions, defined as 'Knowledge of the use and creation of a variety of ammunitions for various firearms.', will change to metal-smithing or some similar name. The new definition will be 'Knowledge of the tools and procedures needed to create weapons and other non-electronic objects made mostly of metal.' This skill will be used with other skills to give the 'smith' the ability to create weapons of each type. So, to create a decent knife, the smith would need some set of tools and resources as well as skill in metalsmithing and short blade. I hope that makes sense.
Tailoring will be of use to the tailors that have labored for years now to create the fashions that you wear in day to day life.
Bartending will come into use for those working the bars that will soon be making drinks based on formulas as well as the skill.
If you feel that something else warrants a skill, discuss it here.
Please note that the changes are in general part of our effort to vary the jobs that players do to earn their dough.
By Johnny at Jun 26, 2002, 3:22 PM
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JUSTICE
3,038 posts
I have an idea for the law skill, I mean, for there to be a concrete use for it -
We have the book of law, right? And the book as general laws, followed by specifications and conditions (as I remember it..)
Why not have the law skill used in such a way, whereas the higher the skill, the more of the book you can remember from memory. So, let's say criminal law is on pages 1-6, civ law 7-12, and corporate law on 12-18, so with your mid level skill you would get the first one or two pages of those chapters from memory. So, when you have very little skill, you know, say, the first page of crim law, and when you have top skill, you can remember any part of the book at will. Just a thought.
By Murphy at Jun 26, 2002, 3:38 PM
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LEGEND
951 posts
Is there a skill that will replace law? Like something that judge characters should have?
Edit:By the way, I support all the changes and additions. Sounds good.
(Edited by Shadow at 3:52 pm on June 26, 2002)
By Shadow at Jun 26, 2002, 3:51 PM
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SPLATJOB
63 posts
Do we need a skill for judges? I don't think we do myself.
Interesting thought with the remembering pages from the book of law.
By Johnny at Jun 26, 2002, 3:53 PM
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JUSTICE
3,038 posts
I like the idea of the tailoring skills and the bartending. If a bartender makes an awful drink, will the patrons get disgusted? That'd be funny!
For something like metalsmithing, would it be very difficult to find these necessary tools? Or would anyone who wanted them be able to obtain them with ease?
What about having a stock market? Is that not a goal for the future? It could be cool if more people worked their way to upper class.
But as for the law skill, it seems unimportant. I kinda like Murphy's idea but it doesn't seem like one of the best things to spend the time on for the game.
Overall, I think your plan to add/drop said skills is a good one.
By Tylissa at Jun 26, 2002, 3:53 PM
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CHUMMER
198 posts
Sounds good to me, but what about the UE people have dropped there. Is the skill just gonna drop of the board or what?
P.S.
That is NOT a bitch…I don't care about the 15 UE I spent on it..just curiousity
By Dominik at Jun 26, 2002, 10:32 PM
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BATA
282 posts
We would give back the UE actually, assuming the staff approves such an action.
I speak only for my own feeling on it.
By Johnny at Jun 26, 2002, 10:39 PM
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JUSTICE
3,038 posts
*tries to hide his school girl excitement*
I second that notion
By Dominik at Jun 26, 2002, 10:42 PM
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BATA
282 posts
Okay.
Stock Market: I think we can keep the skill and have a simple system to let it be a reality. (Please god, don't make them make me code it…)
I think it would be fairly simple. Set the moo to generate 10-15 classes of brokers, from terrible to excellent, names spun outat random. Then have the moo run a check 4 times a day during stock market hours on a buy-sell pattern. The broker-class determines how much your money returns, and the chance of total failure. The stock check generates information on the hot companies for atmosphere and for player stock portfolios.
See, the player isn't the broker, but his skills and stats are what lets him find someone liscenced and skilled to do it. The broker charges a fee on any profits and transactions the player makes, just like the real world. It's not really a matter of being able to directly run the stocks and jump into the markets, it is more like a working knowledge of how the stock markets are run, and what to look for in the proffessionals who do it.
As to law...I dunno. It doesn't really -do- anything. I could see it gone, as I don't see a use for it in the setting. The only law available to players is that handed out by the decisions of a Judge, and that is 90% Roleplayed at least. And corporate law is in a world that players are not going to see. Unless we want to set up corporate law employment ops.
Perhaps law can be changed to Forensics. The ability to read a crime scene and use equipment for investigations. It would be seperate from medical in that Medical is more about healing a person, diagnosing, surgery. Forensics is the stuff that lets a detective know what weapons were used, and in what manner by the blood splatters on the walls. How to use the tools of the detective trade.
As to adding the others, booyah. I like the sounds of them. I also think metal working is a more feasable skill. Works better than munitions, which is a combination of metal-smithing and metal work, chemical expertise for the powders, and a bit of technical knowhow into guns themselves.
My 10 cents, my 2 cents is free.
By Iga at Jun 26, 2002, 11:17 PM
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LEGEND
1,294 posts
I'm sure as hellnot paying for that 8 cents
By Dominik at Jun 26, 2002, 11:21 PM
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BATA
282 posts
i really like the idea of forsenics being a skill…. in RL the ability to read a crime scene isn't simple reserved for those someones who are in law enforcment. and having �a high medical skill doesn't mean you can read blood splatter patterns on a persian rug and say where the bullet came from...
Which leads me to a question (of course, why else would i be posting? it's not like i'm always lost and confused or anything like that.... :)
...does a corpse give off certain kinds of information? like say you see Bob's corpse sitting in a cube . if someone with certain skills enters that room, takes a look at the corpse and the room. can they deduce that say... Bob was shot to death at point blank range by his desgruntled goat headed lover? if so... is it in the code? or is it simply a matter of RP? or is it simply for those players with the right tools at their disposal?
i guess what i mean is �a) is there a special set of commands to SEE the info on corpses/crime scenes and b) do you have to have a special set of skills/ect to access this info in the first place?
k... weeee... i'm done.
but... ooo a forsenics skill...
*pokes at a corpse and declares it to have died from massive alcohol poisoning*
peash
izy
(Edited by Bias at 11:50 pm on June 26, 2002)
By Bias at Jun 26, 2002, 11:48 PM
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GATO
568 posts
Ah yes! I had completely forgotten about forensics. YES! I want forensics. Didn't Rastus mention that death messages on the body was partly coded already? And, Iga's stock market skill idea sounds pretty nifty.
By Shadow at Jun 27, 2002, 9:00 AM
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SPLATJOB
63 posts
Yes, I forgot about Forensics. Good catch Iga, I knew I was forgetting stuff, thats another reason I posted, hehe.
Yes, corpses have some information on them concerning who killed them with what and where.
I don't want to convert law directly to forensics. We'll add it as a new skill and with your kicked back UE from law or stock market, you can purchase it.
By Johnny at Jun 27, 2002, 10:28 AM
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JUSTICE
3,038 posts
This got me thinking….
What about a reporter skill that goes off your intelligence and determines how good you are at your job? Maybe sometime in the future the system could send you a random SIC or NLM mail from an anonymous informant about a big story or something. *shrug*
But also what are some of the skills that exist for?
Like what's the difference between bio_tech and medical? Could they be merged into one skill? What exactly does disguise do, or rather how does it work?
Help skills is so helpful. Heh.
How exactly do you appraise a person?
Uhm, yeah, that's it for now.
By Tash at Jun 27, 2002, 12:21 PM
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BATA
261 posts
You'll note that materials are no longer available for free at the clothing depot. Instead, you can purchase clothing items from the depot cheaply. Additionally, new characters will now start with 50 chyen. This will allow them to get clothing from the depot and some basic things.
New clothing is purchasable from tailors, at least, clothing that doesn't look like goodwill. I ask that you all clean up old material objects to help cut down on the number of items in the game.
To aid your decision to recycle, I'm going to make it that you can sell stuff back to the tailor shop for 10% of its value. That way, you have some incentive.
There will be an IC notice when it accepts stuff, don't try before, as you'll just be giving the clerk your stuff.
By Johnny at Jul 7, 2002, 5:57 PM
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JUSTICE
3,038 posts
Bio_tech is very important for cyber docs.
By Johnny at Jul 7, 2002, 5:59 PM
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JUSTICE
3,038 posts
When do we see the abolition of the fluffy bunny skill?
Everyone seems to have it well above the curve.
Cup cakes!
Yes, I'm joking. Mostly.
By King[Fu] at Jul 7, 2002, 6:19 PM
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BATA
255 posts
Well all I've gotta say is that if the fluffy bunny skill goes then the admin-ass kissing one oughta go too.
I think there are quite a few people out there with that one way over the curve as well.
By Tash at Jul 8, 2002, 12:59 AM
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BATA
261 posts
*is negative in that one*
Bout avg on the fluffy bunny though
By Dominik at Jul 8, 2002, 1:03 AM
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BATA
282 posts
*checks her fluffy bunny skill*
*sighs*
yes, i secrete fluffy bunnyness through my pores. bite me.
it's hard not to, when i growl, people pat me on the head and giggle…
*sigh*
it's hard to de-fluffify characters. ;)
but I AM EV0L... damnit!
oh who am i kidding.
*goes to spread fairy dust in the sewers*
right i actualy had a real question before that sad display... when healing someone, a stat check goes into play yes? can you injure someone MORE if your stats arn't high enough? ... what stats other then medical go into this? you don't need bio-tech in order to be good at medical, but you need medical in order to be good at bio-tech?
*whimpers*
By Bias at Jul 8, 2002, 11:01 AM
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GATO
568 posts
What ever became of this? Is it still in the works?
I was tossing ideas around with someone the other day about maybe it might be nice to have some more corpie skills. Aside from law for the judges the the ones for the doctors and the stock market that no one seems to use. Things like data entry…stuff that's not decking, but is computer usage maybe.
*shrug*
Maybe other people might have better ideas.
By Tash at Nov 20, 2002, 6:48 PM
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BATA
261 posts
What practical use would those skills have? I think that's really what you need to ask yourself. It's okay to have reams of skills with very specific purposes on a tabletop game, but skills really only need to exist if the moo uses them for something.
There's really no point having skills just for the sake of it.
By King[Fu] at Nov 22, 2002, 7:29 AM
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BATA
255 posts
By Lujan at Nov 22, 2002, 7:31 AM
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CHUMMER
168 posts
toggle your @luck on sometime (assuming you have any) then try something you suck at.
Luck is great.
:)
By King[Fu] at Nov 22, 2002, 7:34 AM
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BATA
255 posts
I would, only I refuse to boost it, based on the fact that what it affects is a load of bullshit, I can understand luck affecting the location that you hit on someone, but how much your armour protects you? A complete load of shit, 'sides, I ain't a luck-whore, I make my own luck.
By Lujan at Nov 22, 2002, 7:38 AM
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CHUMMER
168 posts
By King[Fu] at Nov 22, 2002, 7:45 AM
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BATA
255 posts
seems like how much something protects you sometimes does have a moment of luck.. i mean if your really lucky that bullet headed for yout heart is deflected by uh.. a rosery, granpa joes old war medal, a piece of the true cross or whatever the urban legend is…
if your really unlucky the bullet enters through the one spot in the armor that just doesn't cut it, uh.. like the arm pit or something. i mean, there's always the possibility of metal fatigue right? ;)
like that really unlucky punch in a brawl that ends up jamming a poor guys nasal cartelige into his brain and he dies... or the guy who ends up with a metal spike in his brain and lives. THAT's what lcuk should work like. ... i guess.
so.... what -does- luck effect?
By Bias at Nov 22, 2002, 12:15 PM
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GATO
568 posts
In my experience, absolutely everything.
By Lujan at Nov 22, 2002, 5:19 PM
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CHUMMER
168 posts
Luck affects everything (if enabled with @luck) by letting you instantly re-roll something you just rolled a failure on.
Now, the way @luck works is by creating a 'pool' of luck points each day equal to your luck stat. When you run out of luck in your pool, no more lucky chances for you.
By Johnny at Nov 22, 2002, 5:19 PM
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JUSTICE
3,038 posts
oh.. i didn't know you had to toggle luck on. i thought it was automatic!…. learn something new every day.... i also learnt what snowballing is....
amazing things you leanr while drunk, in the middle of the day while sitting around waiting for people to buy your prints.
It's 2 AM!... 2am...a friday.... and i just got drunk at school... how nerdy is that.
(Edited by Bias at 1:07 am on Nov. 23, 2002)
By Bias at Nov 23, 2002, 1:00 AM
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GATO
568 posts
Isn't it Kevin Smith's film "Clerks" that there's a scene with a conversation about snowballing in it?
Unless you live in a desert, and are actually talking about the throwing of snow, rolled into balls…......
In which case I'll shut up :)
By King[Fu] at Nov 23, 2002, 6:31 AM
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BATA
255 posts
Ummmm….hmmm.....for some reason I doubt she's talking about the kind you throw, man......that'd be too easy.
And yes, you're right it was 'Clerk's'
(Edited by Molochai at 10:05 am on Nov. 23, 2002)
By Molochai at Nov 23, 2002, 7:52 AM
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BAKALAKA
119 posts
I'm assuming those skills are there, because they plan to be implemented in the future. Why not make them available now so people can get characters like cyber docs ready for then the shit arrives?
By Lotus at Nov 23, 2002, 9:03 AM
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SOLO
343 posts
If they're there, you can get ready all you want…
You may have had a valid point, but it was lost in the fact that your sigline is longer than your post.
By King[Fu] at Nov 23, 2002, 5:24 PM
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BATA
255 posts
Yes, and I'm sure you have a valid reason for that fact to be annoying. Oh, wait, nevermind.
By Lotus at Nov 23, 2002, 5:32 PM
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SOLO
343 posts
well, if you'd said something that made sense, or had written an Iga-style™ fifty mile long post, then, maybe your spammy sigline would be overlooked, but, as it is you basically said:
"If the skills that exist, existed, people could use them."
Thanks for that.
By King[Fu] at Nov 23, 2002, 5:38 PM
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BATA
255 posts
No, actually, that's not what I said, that's what you perceived. Yes, there is a difference, unfortunately.
My first sentence probably confused you.
I meant that though the skills are there, as in you can put UE into them and increase your ability in said skill a lot of them (in reference to what you had said) aren't truly implemented because there are no environments or conflicts that exist to create roll checks, such as cyber doc, cracking, programming, etcetra.
Then I said the reason they are there, though not truly implemented, is so that characters can be created and played while up'ing thos skills so when they become implemented, people already exist that can readily use them.
Next time I'll use smaller words or something. Same reason you thought my 'sigline' is spammy. Technically any post anyone makes is spammy. If you don't like it, move the fuck on, do you realize how annoying it is when all you essentially do in a responding post is say "I'm moving on because I don't like (insert minute trivial item here)." Too bad. I don't criticise what you do with your signature. I can't believe I'm actually still typing in reference to that comment, because it was such an irrelevant thing to bring up it actually made me angry.
Alright, I'm done.
By Lotus at Nov 23, 2002, 5:44 PM
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SOLO
343 posts
That maybe what you meant, but it's not what you said, and as for why they aren't implimented, as Johnny has pointed out umpteen times before, he's a very busy man, and doesn't have the hours in the day to do everything at once.
You could ask why we don't have AV's or monokatana's or implants, or any of the hundreds of things we don't have, and the answer is obvious. They aren't coded and other projects take the time up that could be used to code them, so, I'd guess it's a matter of priorities.
The skills are available, the systems to use them with are not.
So, rather than getting up on your high horse and attempting to one up me with "Oh I'm so clever" comments, why not use a little bit of common sense, before posting badly worded posts that have blatantly obvious answers?
I stand by my hatred of stupidly long siglines, and I know I'm not the only one. If you think that adding a pretentious attempt to sound profound at the end of your posts makes them better, then, I'm afraid you're sorely mistaken.
By King[Fu] at Nov 23, 2002, 5:51 PM
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BATA
255 posts
I'm in agreement with King[Fu] on this, on the long posts, and that all skills -are- available, since that's what you posted in relation to.
By Lujan at Nov 23, 2002, 5:54 PM
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CHUMMER
168 posts
I think it's important to note that it's stupid to ever tell anyone else what they said.
Wait, no, I'm sure you knew exactly what I was thinking when I wrote that post, what I said and meant by it, thus I'm wrong. Case closed. How foolish of me.
And my original post was written in a response to your post asking why they were there. If that was an error in my perception of what you were asking, then my bad, but it'd be silly if you asked something in a post, then someone answered in a post, then you posted saying that person was stupid for providing obvious answers to said question. *shrug*
Oh yes King, I'm glad you know me so well and nailed me down. That's exactly it! I scoured the 'net for hours, trying to find the one quote that I could use as a signature so I could try and convince others that I'm full of deep thought and person reflection!
Damn, you could make money at reading people that well!
…
*cough*
Fuck off.
The quote is from someone I admire and respect deeply, from a character and comic book and such that hold very deep personal meaning to me, as does the quote.
So why don't you go fuck yourself sideways with a razor blade before trying to insult and pick apart something about someone neither if which you know anything about.
(Edited by Lotus at 5:59 pm on Nov. 23, 2002)
By Lotus at Nov 23, 2002, 5:57 PM
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SOLO
343 posts
Always good when someone runs out of intelligent things to say and resorts to cutting insults.
Thanks for coming out.
Really.
By King[Fu] at Nov 23, 2002, 6:00 PM
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BATA
255 posts
*coughs politely*
So….this may be a bit of a leap from the skills currently available and all, but it's an idea. What about a teaching skill or something? Maybe based off of intelligence and charisma? So that, in theory, one could help 'train' someone else, and depending on their level of skill in teaching and also in the skill they were training someone else towards, the other person would..uhm...get more UE?
Now that I think of it, though, there's nothing really stopping someone from spending that UE on something completely different. Hmm...
Well, that would have to be worked out. But there could be applications for this in (I'm assuming its actually going to exist someday) Withmore University. Would provide an incentive for players to attend, neh?
By Lena at Nov 23, 2002, 7:29 PM
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GATO
548 posts
Actually I believe something like that was brought up in a different post. If I'm not mistaken, what you are tallking about was called AE. I don't remeber exactly how it works, but I know I agreed with the concept.
By Molochai at Nov 24, 2002, 3:52 AM
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BAKALAKA
119 posts
Yeah it was. I'd love to see the AE system in place, but I'm sure there are thing higher on the lists of priorities, hence why we don't have it yet.
I discussed teaching with someone once before, might have be Rastus, can't remember off the top of my head, but one possible way it could work would be a trade off of spending your own UE or AE on someone else, basically. Good way for older characters to make chyen and stop stat whoring.
Although, you could possibly just base it off the level of the skill you want to teach. I know being good at something doesn't make you a good teacher, but then I'm sure there's a huge amount of work required to fully impliment a new skill.
By King[Fu] at Nov 24, 2002, 11:42 AM
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BATA
255 posts
The 'Stock market' skill was replaced tonight by the 'Artistry' skill, a more general form of skill that includes tailoring and tattooing and any other artistic uses that come along.
Those very few of you who had points in 'Stock Market' now have those points in Artistry instead. If you feel you should be able to get those points back, let us know privately (xhelp). Also, if your character has no points in the skill but you feel they should, let us know privately and if it makes sense, we'll try to accomidate you as best we can. Ideally, no one will get a free ride, so expect to give up some points in other areas or have negative UE.
Let the debate rage. :beatnik:
By Johnny at Jul 17, 2003, 8:19 PM
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JUSTICE
3,038 posts
I like it. It fits perfectly with a character I was toying with…now, whenever new character time rolls around, I think I know what I shall do.
By Hirononbu at Jul 17, 2003, 10:40 PM
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ACE KOOL
614 posts
The forensic skill will be added to the skill list soon, and we'll have multiple uses for it. Just letting ya know.
By Johnny at Nov 28, 2003, 1:33 AM
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JUSTICE
3,038 posts
That's the most retarded change I've heard of, no offense, completely different spectrums of skill there. Buying and selling stocks isn't artistry, it's pure and simple mathematics, and knowing how to read the market. As I said, it's retarded to shove knowing your stocks in with knitting a shirt for your grandkids.
–Robert
By Lujan at Nov 28, 2003, 3:54 AM
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CHUMMER
168 posts
Umm… dude...
Artistry replaced Stock Market. Stock Market didn't get lumped into Artistry. If there is a Stock Market in the future it will (likely) follow IC market trends and rely on intelligence, both the skill and paying IC attention to know what's going on, and your position in the world. Artistry has nothing to do with it.
So like, chill.
-Kevlar
By Kevlar at Nov 28, 2003, 9:57 AM
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LEGEND
977 posts
The 'Law' skill was replaced tonight by the 'Forensics' skill. The forensics skill will be used when deducing information from available physical evidence. This is not limited to the criminal investigations that WJF might perform.
Those of you who had points in 'Law' now have those points in Forensics instead. If you feel you should be able to get those points back because you ICly shouldn't have that skill, let us know privately (xhelp). Also, if your character has no points in the skill but you feel they should, let us know privately and if it makes sense, we'll try to accomidate you as best we can. Ideally, no one will get a free ride, so expect to give up some points in other areas or have negative UE.
By Johnny at Nov 28, 2003, 6:25 PM
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JUSTICE
3,038 posts