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Profession Specific Property

Started by Shaon [1862221] on in Suggestions.

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RandomCC [2219650] ×1

Shaon [1862221]

According to the log in page there are three professional path you can choose. You can be a criminal, a business tycoon or an attacker. There are some other specific profession we can take in game. Like being a traveler, a reviver etc 

The best properties in torn has always been training oriented through increased happy. There is vast room for new attachment, Some suggestion I can make:

1. Traveler's Property - Commercial Carrier  - A huge ship that can carry helicopters and house 3 pilots. Your home will be mobile in the sees. Happy will be reduced to 2500 - 3000 range but will able to carry +30 items abroad but travel time increases by 10%.

2. Attacker's Property -  Fortified Castle - A castle with thick wall, trench and defense towers.Passively Increase Attack/defense by 15% in attacks. Happy drops to 2500 -3000 range.

3, Reviver's Property - Personal Chamber - A doc's place where he does privet practice. Energy required for revive drops to 25 e. Doesn't stack with faction's fortitude upgrade. happy drops to 2500-3000 range.

4. Criminal's Property - Safe House - A hidden place difficult to find for the cops. Increase all crime success rate by 15%, can not be arrested. Improved gain from crime (Like GTA will drop better cars or 10% increase in money drop from kidnapping crime etc). Happy drops to 2500 - 3000 range.

5. Businessman's Property - Corporate Head office  - A well facilitate place to run ur business. Increase company income and employee effectiveness by 5% - 7%. Company will have a chance to star up twice in a week not just Saturday. Happy drops to 2500-3000 range.

Please rate and comment your thoughts.

Best Regards.

edit: Tried to do some balancing.

edit 2: Alternative setup given by RandomCC  [2219650]

 

1. Traveler's Property - Commercial Carrier  - A huge ship that can carry helicopters and house 3 pilots. [I would say it allows for an extra pilot so you can send one pilot to one country to get whatever you want while you yourself go to another country. Still subject to the same flying and overseas stock rules.] Your home will be mobile in the seas*. Happy will be reduced to 2500 - 3000 range but will able to carry +30 items abroad but travel time increases by 10%. [+20 travel items seems a bit less OP. Travel time wouldn't need to increase because you still have helicopters/planes. And your extra plane can only bring back 20 items max.]

2. Attacker's Property -  Fortified Castle - A castle with thick wall, trench and defense towers. Passively Increase Attack/defense by 15% in attacks. Happy drops to 2500 -3000 range. [Passively increase all battle stats 5 to 10%. Happy can go to 8-10k. Since training is actually important for attackers.]

3, Reviver's Property - Personal Chamber - A doc's place where he does private* practice. Energy required for revive drops to 25 e. Doesn't stack with faction's fortitude upgrade. [Or it drops to 50e without faction and 15e with faction.] happy drops to 2500-3000 range. [Or it reduces e regeneration to 5 minutes.]

4. Criminal's Property - Safe House - A hidden place difficult to find for the cops. Increase all crime success rate by 15%, can not be arrested. [I agree with a 50% chance to not be arrested.] Improved gain from crime (Like GTA will drop better cars or 10% increase in money drop from kidnapping crime etc). Happy drops to 2500 - 3000 range.

5. Businessman's Property - Corporate Head office  - A well facilitated* place to run your* business. Increase company income and employee effectiveness by 5% - 7% [Up to 10%]. Company will have a chance to star up twice in a week not just Saturday. [I would rather something like a 5% boost to company income or a % chance to train people for twice the normal train amount]. Happy drops to 2500-3000 range.

Overall feedback: If these path-specific homes are to rival the PI I think they should have the same happy, because it's not like you don't train. And of course if the buyer wants the perks they have to actually live in the property. So that answers the question of "well people can buy all of them". And to balance them with the PI I'm not sure if they should cost more or less. Maybe $100m less to buy but cost more to rent? 

[Edit: Also to activate the perks you actually have to do something in the path at least once after buying. And if you go too long without doing something specific to the path the perks start decreasing (like the relationship between upkeep and happy).]

Thanks for all the comments

Mentions: RandomCC [2219650]

AlithAnnar [1885549]

Those are very good ideas, but the numbers would probably need some tinkering, to not make them too overpowered.

1. Instead of +30 items, I'd add +10, and +5% travel time reduction.

2. 20% -> 7%

3. This one is probably k

4. 20% -> 10%, no arrests -> -50% chance of being jailed

5. 15% -> 5%
Killik [2031870]

Looks good except with the first one it should INCREASE travel time by about 8% due to being a Ship instead of a Plane.
S-I-N [2066961]

The problem with the -10 revive energy is that for those with 25E revives it will drop to 15 making revive worthless.
Shaon [1862221]

Reviver's Property - Personal Chamber - A doc's place where he does privet practice. Energy required for revive drops to 25 e. Doesn't stack with faction's fortitude upgrade. happy drops to 2500-3000 range.

How about this? You can now become a pro reviver without joining a reviving faction.
Killik [2031870]

God... I didn't even know that was a thing, I've used 75E for each of the revives I've done... I could have 3x more!? GRAAAAH!
Shaon [1862221]

That's some serious poor knowledge sharing example by your factions. There should have enough tutorials in their forums or else you can just go through general tutorial forum.
Shaon [1862221]

In case you dont know, you can leave the medical job now and join a company to earn more money. You still will be able to revive. it's a passive ability that stays with u always
Rum4nyby [1567187]

I kinda disagree with that, I think you should keep the old special of -10e per revive. Maybe make it -5e if it's too much, but don't replace it with this.

This single special makes an entire faction tree of upgrades worthless. Faction tree upgrades cost a lot of respect, which requires a lot of money, time and attacks to gain. There's already one useless tree with the cost reduction to travelling since airstrips on PI's are a thing. I don't think we need 2 useless trees in torn. 

EDIT: I've had a look, and can't seem to find it so I'll ask here. What's the expected cost for these upgrades? Surely this stuff can't come for free.

Also, your first special says +10% increased travel time. Increased travel time sucks lmao. Change that. I think you mean 10% reduced travel time? And change the items per travel to +10 or something less, 30 is way too much.
AshleyT [1432316]

Interesting but happy should be something you can push up to near PI, but if any of these mean no access to a personal airstrip they may not be used even with they are strong.

Also vault access will have to be considered.
AshleyT [1432316]

I had my own idea on how to accomplish this, to be fair, but this would be okay if it didn't gimp other gameplay aspects.
Killik [2031870]

Yeah, now i'm just gaining points for the job to get the Merit for stealing medical items. :)

EDIT: There should be a Merit for attaining a high percentage of the items available in-game...
Shaon [1862221]

Why you will need an airstrip while you can have a commercial aircraft carrier. A bit slower than plane but carry way too many items.