Hi,
Ched is in need of our help with brainstorming bonuses for Traits!
We can use static numbers, but personally I would love to see numbers that can be slowly increased with time and dedication (ln X) wherever we can. As we don't know how expensive the 11th upgrade is, we shouldn't worry about finetuning the numbers. I have tried to balance my trains on assumption that traits costs 100 upgrades and require 10 merit upgrades so total 155 merits.
Instead of replying that these ones are OP or they stuck, please share your own suggestions with title,positive and negative pair. Let's see what we can cook up. Suggestion can work similiarly for whole group or they can be specific for each. Let's not focus too much on numbers (too high or low) as they can be tweaked later. Lets just think ways to spice our gameplay and DIFFERENT types of gameplays as much as we can. I would love to see traits that encourage to play the game differently just spamming gym.
If I come up with new ideas, ill add them into the list and I'll add your suggestions here also. So please come back from time to time to see what we have available.
Format:
(Name and Id of the one who suggested it, other than myself)
Name of the trait
+ Bonus effect
- Negative effect
* Notes*
[stat/weapon experience] groups are for each enhancements, so if you want to take more inside same category you must buy another one. For example Combat experience [STR] and Combat experience [SPD] must be taken seperately.
TRAITS
Work dedication < Employee Effectiveness >
+ Addiction doesn't affect work efficiency
+ Affection to battle stats is increased by 30%
Long term work benefits < Employee Effectiveness>
+ Ln(job points used) change to earn double job point per day
- Job Stat growth reduced by same amount
Benefits over development < Employee Effectiveness>
+ Access to 1* higher job perks (ex. 7* -- >10*)
- Reduces your salary by Ln(job points used)
Bookworm < Education Length >
+ Can reread a book after ln(book read) months after reading it
- Only half benefit from reading a book for the first time
Long term investing < Bank Interest >
+ Ln(caymen interests) increased ci interest rate
- Cannot invest below 3 month banking
Buy and foget < Bank Interest >
+ Ln(dividends received) change to receive double payout
- You cannot sell stocks
Savings Account < Bank Interest >
+ Ln(interest received) increased banking limit
- Cannot withdraw base amount from bank
Ortodox style fight < Critical Hit Rate >
+Normal parts +50% base damage * Critical hit rate
-Cannot make crit hits
Norman hunting <[Any Weapon type]>
+ Damage and accuracy based on ln(number of wespon masteries in weapon style)
- can only equip 1 weapon mod per weapon
Cosmic benefit < Awareness >
+ Ln(karma) change to spawn extra city find item
-you cannot up- or downrate any other posts
Super Villain < Hospitalizing >
+ Ln(enemy count) to str and sod
- Ln(friend count) to dex and def
Pacifist < Life Points >
+ 60% battle stats when defending
- 40% battle stats when attacking
Weapon specialist <[Weapon Mastery]>
+ Can have 2 weapons from same type
- Can only 2 weapon available to equip
Weapon expertise <[Weapon Mastery]>
+ ln(finishing hits [each weapon on its own]) increased damage and accuracy
- other weapons reduced by half of this amount
Master of arms < Hospitalizing >
+ You can equip 3 of any weapons
- You cannot equip any temps or needles
Tinker < Awareness >
+ Change to upgrade weapon after succesful attack
- Cannot use big als bunker
* Range = Red(Max Bonus% ) / Current Bonus %
* (50/ range) change to increase weapon bonus by 0.01% --> Higher the current bonus%, lower the change to upgrade%
* Weapon quality has (1000/Quality) change to increase by 0.01%
* 1/ 10000 change to receive second perk if weapon is on orange range or higher. This can be discarded if the perk isn't the one you are looking for
* When bonus increases over its max bonus% threshold of the current quality, the weapon get upgraded to next level (yellow->orange->red)
* If weapon has more than one bonus, the change of upgrade is halved, but both have seperate change to upgrade
* When weapon has reached max weapon bonus on red and orange, the quality is improved to legendary (purple).
* Legendary item has change to receive third bonus which is in yellow range) and quality max is increased.
* Third legendary bonus can be from any weapon bonus type, but the change to receive it (1/10000) doesn't change.
--> You can upgrade normal vanilla weapons to yellow by reaching 100.0% weapon quality.
--> You can upgrade Special yellow weapons higher, like GAK or Rheinmetall! After the upgrades they will be worth it
Armorer < Awareness >
- Similiar to Tinker perk but for armors! You can upgrade your armor with same mechanics, but without change to get extra perk. Or there could be a seperate pool of unique but balanced bonuses for armors.
Combat experience <[Any stat passive]>
+ ln(attacks won) [stat] gain to this specific stat after succesful takedown
- Cannot train [stat] at special gym
*gym gains are measured between [0-100] so gym gain values per stat are below worst gym.
Weaponsmith < Awareness >
+ (ln(Real character level) / 3) change to receive + bunker buc upon defeating opponent
- You cannot salvage items at big al bunker into bunker bucs
Inglorius bastard
- All weapons benefit from equpted melee plunder %
- Respect gained from takedown reduced by ln(total money mugged)
Bad doctor ethics < Life Points >
Can ignore revivers revive settings
- revive always costs 75e
Battle medic < Life Points >
-Ln(respect gained) reduction when reviving own faction member
- cannot revive outsiders or benefit from green stout
Professional Racing < ? >
+Get access to sponsor rewards - 3 points for each racing points received. 1/10000 change to receive unique car (cannot be traded)
- Cannot join custom races
Peaceful way seeing of life < Awareness >
+ ln(city items found) increased change that found item is higher quality (dunno how they are calculated now)
- ln(items looted from npc) decraced change to loot items
Reading habit < Education >
+ random book effect active per month with 2/3 effectiveness.
- Cannot read books.
Black Jack < ? >
+ln(casino tokens spend) change to receive ln(casino tokens spend) upon defeating enemy
- Cannot refill tokens with points
Resistant
+ no negative effects and ln(rehabilations) change to double drug benefit
- You cannot be revived or use medical items to get out of hospital after OD.
Dangerous life
+ ln(people mugged)% reduced opponent mug protection
- mugging received from you is tripled
Safe heaven
+ You can retrieve & deposit money to caymen islands with lapton and receive ln(received in offshore bank interest) increased offshore bank interest
- Cannot invest in bank
Limitless
+ Level cap is removed
- Experience received is reduced by 30%
Refiller
+ ln(refills [energy / nerve/ casino tokens]) change to receive extra change to buy refill
- ln(refills [energy / nerve/ casino tokens]) increase in refill cost (rounded up)
Tactical preparation <[Weapon Mastery]>
+ You can add 3 mods into your weapon
- Cannot use normal ammo in weapons
Glowing one
+ You inflict ln(total damage made) radiation poisoning upon takedown and receive no penalty from radiation
- you can only use radioactive bloodbags and be revived by another glowing one
Natural Battle Instincts
Ln(finishing hits) to damage and hit
- cannot use Needles
Mercenary
+ While being in faction, you can join temporary into another faction as 'Mercenary'. Instead of being recruit, you immediately get all the full member benefits. You get automaticly kicked out after 5 days
- You cannot cannot join that faction for 30 days (cooldown).
Gifted < Education >
+ You can pick freely traits from any available traits without constrains
- Maximum upgrades you can put on normal merits progress is reduced by 1 for each trait you have.
* Upgrades above new max limit are refunded
Serious Self Abuse
+ Can use 2 different drugs at once
- Rehab cost/addiction increased by ln( rehabilations)