Team Origin Buff
Hmmm...
Interesting, lemme think of some ideas...
Natural gives a small boosts Regen/recovery rate (like SoA's inherent)
Science gives small resistance to status effects
Magic gives a small resistance and damage
Tech can give small ToHit and Defense Buffs
Mutants gain small +rech bonus?
And by small I mean that these bonuses should never exceed 2% at most.
Also, maybe there can be something gained by teaming with members of compatible origins, like a natural teamed with a magic and tech origin would gain certain benefits with them and the magic origin character would benefit from the natural and the mutant?
But in the end, this isn't very likely.
And interesting concept, but I don't see it ever happening.
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Hmmm...
Interesting, lemme think of some ideas... Natural gives a small boosts Regen/recovery rate (like SoA's inherent) Science gives small resistance to status effects Magic gives a small resistance and damage Tech can give small ToHit and Defense Buffs Mutants gain small +rech bonus? And by small I mean that these bonuses should never exceed 2% at most. Also, maybe there can be something gained by teaming with members of compatible origins, like a natural teamed with a magic and tech origin would gain certain benefits with them and the magic origin character would benefit from the natural and the mutant? But in the end, this isn't very likely. And interesting concept, but I don't see it ever happening. |
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Hmmm...
Interesting, lemme think of some ideas... Natural gives a small boosts Regen/recovery rate (like SoA's inherent) Science gives small resistance to status effects Magic gives a small resistance and damage Tech can give small ToHit and Defense Buffs Mutants gain small +rech bonus? |
Since when are mutants attacking faster?
Why are magic based characters more resistant?
What origins really need is to be removed from character creation...
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Everything placed above this line is always IMHO, YMMV and quite certainly not to be taken too seriously....
I don't think they need to be removed; every superbeing has an origin, and it's OK to get players thinking about how their characters came to be. But origin should remain (almost) entirely irrelevant from a gameplay perspective...otherwise, pigeonholing, min/maxing, earthquakes, famine...you get the idea.
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With the new rules about teaming, this may just be completely irrelevant
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Repurposed
new teaming rules? where was that?
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Repurposed
It could be a conditional Inherent that appears whenever a 'team' is established. It could apply a minor buff to each member that's dependent on how many members have the same origin and what origin it is. It could be called "Solidarity".
Yes. I think I like that.
Do you have any kind of in-game explanation relating origins to these buffs?
Since when are mutants attacking faster? Why are magic based characters more resistant? What origins really need is to be removed from character creation... |
It could be a conditional Inherent that appears whenever a 'team' is established. It could apply a minor buff to each member that's dependent on how many members have the same origin and what origin it is. It could be called "Solidarity".
Yes. I think I like that. |
I do laugh though, would the hero epic ATs get this? the answer is no, that buff they get is pretty good but good incentive to pick them up for team comprising of natural origin toons.
Of course hero epics would get that bonus, too. That buff you are talking about is actually their AT inherent. So, with all other ATs getting that new origin inherent on top of their AT one, why should the Khelds be left out?
I would actually favour something along AzureSkyCiel's suggestion which removes the "urge" to build a one-origin-only team and makes the odd mutant in a natural team just as useful as the eightth natural would.
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
Do you have any kind of in-game explanation relating origins to these buffs?
Since when are mutants attacking faster? Why are magic based characters more resistant? What origins really need is to be removed from character creation... |
Natural characters who have honed their talents have learned to surpass conventional limits, endured hardships and struggles that have left them determined to push through and survive.
Magic gains resistance in the sense of magic and the spirits giving one protection from harm.
Science, I've always viewed, is even more aberrant than mutant origin, the results of something that basically fundamentally changed what you were before into something else. A strange chaos that would baffle even magic users. And with mezzes kind of being seen as a "weird" thing, I figure that the familiarity with the bizarre ends up giving them a resistance to it.
Mutants, as born from a force of evolution, the things that allow for evolution must surely be rapidly at work within their bodies. Thus, a recharge buff.
For tech, I mostly figured tactical displays, targetting, etc. etc. to help them with defensive counter measures and aiming.
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I love this plan! I'm excited to be a part of it!
A pox of those who want to remove Origins from the game. There's already plenty of builds in the game that encourage min-maxing and so-called "perfect" builds, a little inherent isn't going to suddenly make everyone create Science-origin toons if Mutation offers its own bonus balanced against Science.
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I thought this would be good.
Chatter with some people made me think of this. "would help if the origins did more in-game"
what if you were on a team of 8 and for each person with the same origin as you on the team, you get a small stacking buff. I have no idea how the buffs would be different for each origin but you get the point.