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Alt Use For Racial Bonuses

Posted: Mon Jan 02, 2017 11:27 pm
by Der Nibelung
First over all: Thanks to the Developers and Moderators for their hard work.

After combing this forum, the general plan is to have player stats capped out at 100... yes?
From a players stand-point; except for the diplomatic fallout, choosing mostly Skeletons for my combat team is the ONLY choice.
With the current racial bonus in play; sure, early on my Scorchlander will make it to 25 Sneak while my Greenlander is still at a measly 23. The higher up they go, the closer in line with each other they'll get until they both cap at 100. This alone takes away from the uniqueness of race and of picking who is in your party, again diplomatic fallout excluded.

I propose to have NO xp bonus for skill gains, all races learn at the same pace.
Instead the racial bonus is calculated into the final stat value, similarly the way armor is calculated for Athletics, Sneak etc. etc.

This way, my sneaky Scorchlander's 100 Sneak will calculate as a 120... compared to my Greenlander's 100 stays a 100

This in my opinion, would reflect a race's natural and cultural abilities better.

Re: Alt Use For Racial Bonuses

Posted: Mon Jan 02, 2017 11:31 pm
by Der Nibelung
[quote="Der Nibelung"]
I propose to have NO xp bonus for skill gains, all races learn at the same pace.
quote]

Thinking further, we could still have an xp pace for races still in effect.
Example; Our Shek soldiers will learn combat skills quicker AND gain a bonus to the final calculated skill total

Re: Alt Use For Racial Bonuses

Posted: Thu Jan 19, 2017 12:43 pm
by Tarragon Rill
I posted something similar to this on a balance of the sexes topic. the idea I posed there was if your race/sex/class/religion/(fill in any sort of grouping here) has any modifier to a stat or skill this modifies not only the starting point, but the ending point as you mention here. also on top of this that same bonus or negative is applied to the xp rate so you not only start higher, have a higher potential, but you also learn quicker. or the opposite is true for a negative modifier. This would make it so there is not so much cookie cutter characters that we have now. as it stands now within a few days every character has the same attack score, same katana score, same defense score, same armor, same weapon etc. the only variations are if this character was a farmer or a miner, and that is meaningless in the big picture.

Re: Alt Use For Racial Bonuses

Posted: Sun May 27, 2018 7:13 pm
by Xanti345
This sounds like a wonderful idea! It makes the races seem more unique with varying XP rate gains AND max stat caps.

I hope the devs see this and put this in. :D

Re: Alt Use For Racial Bonuses

Posted: Mon May 28, 2018 6:56 am
by Sol Lignum
I believe the only thing race bonuses might need in the end is just a slight boost for greens and reduction for reds, to make the diffirence more fleshed out.

Diffirent skillcaps are great too, as long as they don't cause any RNG freak outs.

Also, evil necro :)