Character random Skill affinity: proficiency and deficiency.
Posted: Sat Feb 15, 2014 5:11 am
In the Hot, Uncaring world of Kenshi, people should not be born equally.
Basically the idea is, chosen at random, NPC's can have unchangeable proficiency and deficiencies to learning certain skills. This is determined upon their creation, so the player cannot influence any of these. A bonus would be shown on the character stats screen as a + or a - within a circle. A H within the circle represents that they are a potential hero: they possess better genes than the average cat. These characters are exceedingly rare, tend to be faction leaders (hence how they managed to rise to prominence), and the player character begins as one, making the first player character a bit more of a precious resource than he/she was before.
Basically:
bonus=2X skill learn rate
malus=1/2 skill learn rate
The bonuses and maluses are completely random and cannot be influenced by the player. Such is the cruelty of fate.
An idea of the chances of NPC's having these:
Jack of all trades:(no bonus or malus): 20% (roughly anyway)
1 skill (1 positive and 1 malus) 20%
2 skill (2 positive and 2 malus) 20%
3 skill (3 positive and 3 malus) 20%
4 skill (4 positive and 4 malus) 20%
5 skill (5 positive and 5 malus) 20%
Hero: (2X Learn rate to all skills): .1% [1 in a thousand] (the first player character starts as one of these, faction leaders tend to be these)
Fool: 1/2 rate to all skills: 1% [one in 100] (obviously once the player discovers this weakness after hiring them the character will probably be used as cannon fodder or a pack mule)
This would add a bit more excitement/variety to recruiting new characters, as well as make each of your characters unique in some way. The player could look at what they are good at and plan accordingly to develop them into the role's that they excel in.
This also gives some minor advantage to the main character/first character you make, and make you want to be careful about the use of that character.
It also can lead to interesting situations where you find a unit that has bonuses to all combat skills and maluses to all non combat skills, and the player has the opportunity to train that character to their full potential, while having other characters cover for their weaknesses.
It can also lead to situations where you have soldiers with weaknesses to their fighting style: some soldiers might be bad at blocking, but have great strength, allowing them to compensate their weakness with armor. Others might have bad strength, but great combat skills otherwise, making them a more nimble fighter who wears lighter armor.
What do you think guys? Would this add depth to Kenshi's gameplay?
Do you think it would add an interesting variety to the NPC's?
How severely would you like this potential feature to affect NPC's?
Would you like this to be a toggle able option when you create a new game, perhaps with a slider bar to determine it's influence on gameplay?
Basically the idea is, chosen at random, NPC's can have unchangeable proficiency and deficiencies to learning certain skills. This is determined upon their creation, so the player cannot influence any of these. A bonus would be shown on the character stats screen as a + or a - within a circle. A H within the circle represents that they are a potential hero: they possess better genes than the average cat. These characters are exceedingly rare, tend to be faction leaders (hence how they managed to rise to prominence), and the player character begins as one, making the first player character a bit more of a precious resource than he/she was before.
Basically:
bonus=2X skill learn rate
malus=1/2 skill learn rate
The bonuses and maluses are completely random and cannot be influenced by the player. Such is the cruelty of fate.
An idea of the chances of NPC's having these:
Jack of all trades:(no bonus or malus): 20% (roughly anyway)
1 skill (1 positive and 1 malus) 20%
2 skill (2 positive and 2 malus) 20%
3 skill (3 positive and 3 malus) 20%
4 skill (4 positive and 4 malus) 20%
5 skill (5 positive and 5 malus) 20%
Hero: (2X Learn rate to all skills): .1% [1 in a thousand] (the first player character starts as one of these, faction leaders tend to be these)
Fool: 1/2 rate to all skills: 1% [one in 100] (obviously once the player discovers this weakness after hiring them the character will probably be used as cannon fodder or a pack mule)
This would add a bit more excitement/variety to recruiting new characters, as well as make each of your characters unique in some way. The player could look at what they are good at and plan accordingly to develop them into the role's that they excel in.
This also gives some minor advantage to the main character/first character you make, and make you want to be careful about the use of that character.
It also can lead to interesting situations where you find a unit that has bonuses to all combat skills and maluses to all non combat skills, and the player has the opportunity to train that character to their full potential, while having other characters cover for their weaknesses.
It can also lead to situations where you have soldiers with weaknesses to their fighting style: some soldiers might be bad at blocking, but have great strength, allowing them to compensate their weakness with armor. Others might have bad strength, but great combat skills otherwise, making them a more nimble fighter who wears lighter armor.
What do you think guys? Would this add depth to Kenshi's gameplay?
Do you think it would add an interesting variety to the NPC's?
How severely would you like this potential feature to affect NPC's?
Would you like this to be a toggle able option when you create a new game, perhaps with a slider bar to determine it's influence on gameplay?