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Replicants as an Antagonist
#75
tl;dr: Each skill/body part has 3 stages - each stage increases in power. The cost of each skill is the same as it's stage (stage 2 = costs 2). Could also get parts that have no skill/bonus (eg. leg) that cost 0 points. Players get a total amount of skill points to spend on them (eg. 15). Makes it more interesting, keeps it fresh.

Here's my idea: each 'skill' or part has 3 stages, or levels. As the level grows, so does the power/utility of the skill. For example, a cell-detonation-upon-death/suicide skill (basically a microbomb), that goes up in explosive power as the level does.

Then you'd have total pool of 'power', or skill points, which you could spend on these abilities at the start. So when you're building/choosing your parts/skills for your replicant, you could choose a 'default part' (that'd have no ability, it's just a regular piece), so that'd cost 0 points, so that you could get a few level-3 parts instead of a low level balance.

I reckon this'd make building your replicant far more interesting, and, due to the restriction on power/skill limit combined with the different power of the skills, it'd keep it interesting as time passed, so the round type wouldn't become stale for the antagonist.

If anyone likes my sweeeeeet idea that I'm sure would improve playability of this role, I'd greatly appreciate it if you respond with some ideas for 3-stage skills!
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