Introduction:
Since the pawn shop update there has been a need for new point sinks.
My suggestion is to add a new subsection of points building where you could pay points to get a passive boost for the rest of the day. There would be a wide range of bonuses tailored to specific playstyles making the game slightly more dynamic. You can only have one bonus a day.
The boosts should be expensive enough to be mainly used by mid to high nw platers and provide a benefits small enough to not make them too op.
You might notice some of them are very similar to book or faction bonuses and yes, as for books it's supposed to be a lot weaker and more expensive replacement for a book. As for faction bonuses, faction branches help players specialise in their playstyle (although not by much outside reviving factions) so I also picked something from there that I figured could fit here.
Please keep in mind that all of these numbers and names of boosts are just tentative and are subject to change, but until I flash them out I will make everything that is absolutely meant only as a placeholder red and values that I corrected based on the responses will be green. They can still be adjusted, but at least are more balanced than the initial ones.
Unlocking the area
The boost room should be locked in the points building in a similar manner to Stock Ticker or Big Al's bunker costing about 10k points to unlock. Main purpose of this is not to increase the value of points but to make it more of a long term decision rather than "I want to use it for x event to make few million more and then completely forget about it for the rest of the year". The target audience are high end players and specialised mid end who know they'll have enough opportunities for the boosts to pay for themselves, thus the "high" entry cost.
The bonuses
I have two different ideas about how they could be implemented:
- having 1 boost for each category (attacking, reviving, crimes...)
- having few main categories and several different boost for each category (attacking- battle stats/hospitalising/respect gain...)
I personally like the option 2 more so I will talk more about it, but I would like to see which one the community would prefer.
So now here's the list of all the categories and bonuses I have so far. (I generally want to keep at least 4 or more per category so there's an actual reason to have it as a category rather than putting it in the others section.)
- Attacking
This would list all the combat related boosts. I still have a hard time deciding between having different bonus for each stat or one bonus for all stats
1a. Battle hardened- increase defense by 5% (+ 3 other boosts for the remaining stats)
1b. Frenzy- increase all battle stats by 1%
2. Bone breaker- increase outgoing hospital time by 10% + decrease reviving chance by 5%
3. Weapon freak- increase weapon xp gain by 10%
4. Expert- increase xp from attacks by 5%
5. Hunter- increase firearm stealth by 2
6. Disrespectful- doubles the amount of respect you receive and quadruples the amount of respect the enemy loses upon defeating an enemy.
- Crimes
Everything related to crimes and nerve.
- Criminal mastermind- increase crime xp and cs skill gain by 5% (or have 2 different separate boosts for xp and cs with higher gains for each)
- Careful thief- decrease the critical fail rate by 10%
- Lucky lawbreaker- increase crime success rate by 2%
- Professional buster- increase busting chance by 5%
- Reviving
Everything that makes reviving bit more interesting.
- Intern- increases reviving skill gain by 5%
- Reliable reviver- temporarily increases revive skill by 10 (can go past 100 with the life gained from being revived also going past maximum)
- Thorough surgeon- Decreases revive chance decrease from a successful revive by 5%
- Magical medic- 3% chance that the player you revived gets 5 energy
- Travelling
Everything helpful for frequent travellers.
- Notorious smuggler- increases travel capacity by 2
- Hidden pockets- decreases money mugged from you abroad by 50%
- Skillful poacher- increases hunting skill gain by 300%
- Calm flight- decreases travel time by 10% or 10 minutes whichever is lower
- Company
2 for the directors, 2 for the employees. None of them very creative but I didn't want to put them into "other" category. I was never a director and I don't know what could be done here so any suggestions are welcome.
- A good leader- increases effectiveness of every employee by 3
- Skilled trainer- increases stats gained from automatic end of the day train by 10%
- A good employee- increases your employee effectivness by 5
- Skilled employee- increases stats gained being trained by the director by 10%
- Other
The stuff where I didn't have enough ideas to make it it's own category
- Profi racer- every race you win has 10% that you get 4 racing points instead of 3
- Fast learner- increases racing skill gain by 5%
- Dukes' pet- increases mission points from missions that were both accepted and completed that day by 20%
- Big eyed- increases your awareness on the next map spawn tick by 300%
- Conclusion
All of this is just a very rough sketch of how it could possibly look. Most of the values are most likely completely unbalanced and some of the boosts are most likely terrible as well so I'll be very happy to hear the responses. Company section especially needs a lot of work and it would be cool to have a racing section if we figured out few more boosts for racing.
Another thing up to a discussion are the boosts that increase xp gain. It certainly makes life a lot easier, but may not feel like it changes the actual playstyle too much. On one hand some might say it helps to get to the desired playstyle faster, one the other some might say it's irrelevant after getting the maximum level.
And one of the most important things of them all: how much should we pay for each boost? Should all cost the same and be adjusted to give similarly good benefit or should they have varying costs depending on how good the boost is or can potentially be? I think it should cost somewhere between 250 points at the very least and 1 000 points, so that is also something up for a discussion.
TL:DR
Traits without downsides for points before Ched makes actual traits.



