Dual Origins
The only contacts you're restricted from due to origin are the lv1-5 starting contacts...
http://www.fimfiction.net/story/36641/My-Little-Exalt
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
Before you go "Uuuungh", hear me out. The idea is to, either as a vet reward or other system, allow characters to have two origins at once. This would have the bonus of being able to slot a wider range of DOs and SO as well as expand the number and type of contacts a character can have.
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(Just a little joke there.)
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The contacts thing is a nonissue, but there are certain characters of mine I would LOVE to be able to make dual origin.
Not even for the convinience of SO/DO slotting, but just on the theme of the character.
/signed. So very, very /signed.
Yes we should do this : D
no. that is all.
I have a couple of characters that I'd like to give a different origin to their Primary and Secondary.
Before you go "Uuuungh", hear me out. The idea is to, either as a vet reward or other system, allow characters to have two origins at once. This would have the bonus of being able to slot a wider range of DOs and SO as well as expand the number and type of contacts a character can have.
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And I suppose, that upon choosing origin and starting the game, you would be forced to choose between two origin temp powers, rather than giving you both?
I would see this as giving a benefit to having two character origins and NO benefit to taking only one.
Counter Proposal:
Allow "Dual Origin" characters to use 3-4 sets of DO's (depending on which origins they pick) and 2 sets of SOs.
Remove the damage bonus that certain origon characters get from picking certain Vet reward powers. (e.g. Magic, Mutant picking Blackwand, Tech, Science picking Nem.Staff, Natural picking either.)
Getting the option to pick more than one of the L1-5 origin contacts redside is almost nil in the way of benefit, since you will outlevel one while playing through the other, particularly if you fight anything on the way to the missions. Although I suppose being Science/Other and picking something other than having to fight Vahz might be good.
DOs and SO's are the same regardless of origins...... Origin is a mostly superficial distinction in game... Dual origins for each character is just a good idea.
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THe idea came to when I was consider a character I have that is a mutant, but has been given power by a god. I thought it would be cool if our base origin could reflect the change. It happens in comics all the time as well and since it's not really a game-breaker, I thought why not?
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
Origins do stuff? XD
I'm going to say no. Not because I think it's problematic, but because I think it's pointless. As is, origins do... pretty much nothing. Once you're level 6 they have no effect whatsoever except where your DOs and SOs come from. If Origins had any real affect on the game, then I'm sure it would sound like some sort of reasonable suggestion, but you're asking for something that sounds like it would require major coding but wouldn't really do anything at all.
So in closing: It's not a /bad/ idea, it should just be absolutely the last thing on the list of reasonable suggestions. So... Before Dual Archery, but after Carp Melee.
NPCs: A Single Method to Greatly Expand Bases
Before you go "Uuuungh", hear me out. The idea is to, either as a vet reward or other system, allow characters to have two origins at once. This would have the bonus of being able to slot a wider range of DOs and SO as well as expand the number and type of contacts a character can have.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."