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- Apr 13, 2020
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- #1
This has come up time and time again so I figured I'll make a thread about it.
V3 will be adding hair and tons of new clothing items to help people make their characters more unique. It will add a localized damage medical system to make survival harder and more immersive. To add to all of this, I think adding a 'trait system' could help people make their characters even more unique.
How would it work?
Traits themselves would have listed impacts to skills and attributes. This requires that, for balance reasons, people have to select as many negative traits as they do positive traits.
They're selected at character creation and cannot be editable afterwords (except by admins through admin commands).
During RP, the player of the character can press a button (lets say F9 or something) that brings up a little menu. The menu allows the player to recognize specific traits to characters within a radius of them, similar to names and nicknames. Then in the enhanced description (press E to see full description) menu we could show the traits there.
Allow me to present to you an example to help illuminate this:
Lets say I go to make my character "John Smith". I plan on having this character be a staunch loyalist with the background I have in mind for him.
During character selection I select "Unabated Loyalist" trait.
During an RP scenario "John Smith" spends some time preaching on the 'glory of the union' or whatever.
I then decide to recognize the trait to all of the characters in talking radius because of that.
From then on, when someone pulls up the full description on "John Smith" they will see 'Unabated Loyalist' listed as a trait, alongside the description of the trait.
Questions to be answered in this thread:
V3 will be adding hair and tons of new clothing items to help people make their characters more unique. It will add a localized damage medical system to make survival harder and more immersive. To add to all of this, I think adding a 'trait system' could help people make their characters even more unique.
How would it work?
Traits themselves would have listed impacts to skills and attributes. This requires that, for balance reasons, people have to select as many negative traits as they do positive traits.
They're selected at character creation and cannot be editable afterwords (except by admins through admin commands).
During RP, the player of the character can press a button (lets say F9 or something) that brings up a little menu. The menu allows the player to recognize specific traits to characters within a radius of them, similar to names and nicknames. Then in the enhanced description (press E to see full description) menu we could show the traits there.
Allow me to present to you an example to help illuminate this:
Lets say I go to make my character "John Smith". I plan on having this character be a staunch loyalist with the background I have in mind for him.
During character selection I select "Unabated Loyalist" trait.
During an RP scenario "John Smith" spends some time preaching on the 'glory of the union' or whatever.
I then decide to recognize the trait to all of the characters in talking radius because of that.
From then on, when someone pulls up the full description on "John Smith" they will see 'Unabated Loyalist' listed as a trait, alongside the description of the trait.
Questions to be answered in this thread:
- Is this necessary? If not:
- Is there an alternate implementation that would work better?
- What traits should we have?
- Should different factions have different traits available at character creation?
- Should only (cwu, cmu, citizen, reb, cp, etc) have traits? Like, should vorts have traits? If so:
- Should the selection be the same as it is for humans?
- What happens if a character develops in a way that makes them become incompatible with their traits?