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Author Topic: The 20-point attribute limit  (Read 3985 times)

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The 20-point attribute limit
« on: January 26, 2011, 02:57:17 pm »

Any chance we could drop it? There could still be a hard cap of 20 to skills, but the way attributes are handled right now causes a lot of points to go to waste. It's particularly annoying during character generation (which thankfully happens only once per game), but recruitment becomes a tedious game of mathematics as well. Attributes that go over 20 could still contribute to their relevant skills (I assume things like strength improving melee damage, or high-heart musicians being slightly more effective than their equally-skilled moderate counterparts) without turning characters into superhumans.
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Jonathan S. Fox

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Re: The 20-point attribute limit
« Reply #1 on: January 27, 2011, 01:17:09 am »

Yeah, let's try uncapped attributes.
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KaguroDraven

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Re: The 20-point attribute limit
« Reply #2 on: January 27, 2011, 01:20:45 am »

Well about the 'not turning characters into superhumans', for the rare Mutants with insanely good stats it makes sense for them to end up superhuman in the end.
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Jonathan S. Fox

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Re: The 20-point attribute limit
« Reply #3 on: January 27, 2011, 01:29:46 am »

I think your Liberals already end up pretty superhuman at Elite Liberal status, but that's okay. I'd rather you get even more powerful than over-analyze starting stats because you want to minmax your endgame stats.
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Think0028

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Re: The 20-point attribute limit
« Reply #4 on: January 27, 2011, 02:41:07 am »

Woot! You have no idea how much micromanaging I used to do to make sure that none of my stats went over. This is a welcome change.
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Re: The 20-point attribute limit
« Reply #5 on: January 27, 2011, 02:15:28 pm »

Yeah, let's try uncapped attributes.

AWESOME! Thank you so much!

How long until the next release? I have a few other minor suggestions that would probably be similarly easy to implement, code-wise.
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Grimith

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Re: The 20-point attribute limit
« Reply #6 on: January 27, 2011, 03:01:19 pm »

I completely disagree with the OP; I initially reacted by guffawing at my monitor and followed that with a high-pitched, incredulous, "Are you kidding me!?" While you're welcome to play the game as you see fit, I don't believe recruitment becoming "a tedious game of mathematics" constitutes as doing it right. If you obsess over stats being as pretty as possible in order to achieve maximum virtual potential, I'd tell ya to lighten up, Francis!

A much better fix than dropping the twenty-point attribute limit, in my opinion, would be to nerf the attributes of everyone so we completely avoid this entire problem. Why, that would create a far more interesting game of equals and add more tension while playing, and we could completely avoid the issue of 20 not being good enough! EVERYBODY WINS!!!

...That wasn't enough exclamation points. Allow me to try again: EVERYBODY WINS!!!!!!!!!!!!!!!

......There we go. That'll do.

Sheb

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Re: The 20-point attribute limit
« Reply #7 on: January 27, 2011, 03:03:48 pm »

I agree with Grimith. A good game should have you struggle for victory, not blast through it with super-human stats.

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Zangi

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Re: The 20-point attribute limit
« Reply #8 on: January 27, 2011, 03:49:21 pm »

I agree with Grimith. A good game should have you struggle for victory, not blast through it with super-human stats.
Eh, it can reward you for finding and juicing super-mutants.

Its not like the normal rabble are even going to hit the cap... and if they do, they'll be deficient in another.
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Re: The 20-point attribute limit
« Reply #9 on: January 27, 2011, 03:53:19 pm »

There are enough ways to make you struggle for your victory, already.

Even a squad of six 20+ attribute liberals will be in grave danger every time they venture out of their safehouse in nightmare mode (and oftentimes, even if they don't!), especially if the CCS option was chosen.

And don't tell me to 'lighten up' after posting something over-excited like that.
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Sheb

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Re: The 20-point attribute limit
« Reply #10 on: January 27, 2011, 04:32:11 pm »

Well, if they've got a car and one good driver, they can escape easily.

Honestly, once I'm far enough in the game to have 6 20+ attribute liberals, nothing can stop me.
The end-of-game is way too easy. I should try it with a "no trap" option, like in DF. :)
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Jonathan S. Fox

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Re: The 20-point attribute limit
« Reply #11 on: January 27, 2011, 09:33:08 pm »

I'm sure we can find plenty of Fun while still having superman in your squad.

How long until the next release? I have a few other minor suggestions that would probably be similarly easy to implement, code-wise.

Dunno, pretty busy this week, but I could always do a release without any large changes. One thing I'm glad to change is that you won't be prompted to pick locks if you don't have someone with security skill -- it'll go straight to the bash prompt. It feels right, speeds up the game, and turns the "can't train security from 0" bug, which I haven't changed because the result is actually pretty interesting, squarely into a feature.
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Re: The 20-point attribute limit
« Reply #12 on: January 28, 2011, 08:22:34 am »

Dunno, pretty busy this week, but I could always do a release without any large changes. One thing I'm glad to change is that you won't be prompted to pick locks if you don't have someone with security skill -- it'll go straight to the bash prompt. It feels right, speeds up the game, and turns the "can't train security from 0" bug, which I haven't changed because the result is actually pretty interesting, squarely into a feature.

Yeah, that sounds like a good idea. No way to learn that without some basic existing knowledge, I guess.

Well, here goes one of those 'small' suggestions, maybe you'll read it in time and it could still make it in:

Juice loss from conservative persuasion attacks is currently rather annoying at the highest character level, because unlike the other ranks, 'Elite Liberal' does not allow you to accumulate a juice 'buffer' after reaching it. You just stop gaining anything at 1000, and the first successful attack will set you back one level and reduce your stats across the board. ANNOYING.

My suggestion would be to either change the threshold for reaching Liberal Guardian/Elite Liberal from its current 500/1000 to 450/900 (while still allowing juice gain to 1000), or leaving them as they are but extending juice gain to 1100. I tend favour the latter approach (even though some people would probably call that number 'unelegant'), because juice gain is way, way too fast already, so reducing the needed amount to get to the top is probably not the best idea.

What do you think?
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Think0028

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Re: The 20-point attribute limit
« Reply #13 on: January 28, 2011, 12:19:21 pm »

Eh, I like that as is. Keeps them threatening, in my opinion. I'd prefer something more like a resistance roll.
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If it scares people into posting, then yes.

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Greenbane

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Re: The 20-point attribute limit
« Reply #14 on: January 28, 2011, 01:56:14 pm »

Persuasion attacks from high-level conservatives should be an opposed Wisdom vs. Heart roll, but I get the feeling that's how it already works.
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