Looking through many professions in Cataclysm, I think that many professions are rather redundant and does not have much special to them. For example the Computer Hacker profession essentially the same with the standard (Unemployed), the only difference is that computer hackers have pants instead of jeans and start with a level in Computer, but you can pick that skill manually anyway and computer hacker cost 1 point to select. Or the Biker (cost 2 point for some minimal outfit), Lumberjack (cost 1 point and doesn’t even have an axe, only a slightly better clothes)
Some other professions are unbalanced, such as Otaku is worse than student (only a sewing kit and messenger bag vs backpack) but cost 4 point (student costs 2), or Trapper starts with a very useful beartrap and 1 point in trapping but only cost 1 point to select.
And then there are “useless” professions (Bride, Groom, Clown), even if you choose them for flavour you can’t even see the profession in the character information screen.
The way I see it, beside interesting ones like Bionic Patient, Failed Android or professions with some kind of addiction (Hobo/Junkie/Prostitute/Chain Smoker). The rest are more like premade characters with varied clothes/equipments and skills that you can already choose in the Skill screen, IMO they can be safely removed from the game without much consequences.
I suggest we change the character creation process into something more sensible, instead of professions we can choose our starting equipments from a set of predefined ones.
For example:
Starting equipments:
Weapon: Nothing; Makeshift machete; wood axe; …
Clothes: Choose from different clothes for upper clothes, pants, shoes, caps/helmets… or just start naked.
Bionic: Some basic bionics, with the option of failed bionic for increased difficulty.
Mutation: Some basic mutations, both good and bad.
Tool: Few basic tool wrench, sewing kit, frying pan… for example
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I believe this will work best (or put it more drastically, this should only happen) if we can make an overhaul to the point system using ideas outlined in this thread here. Basically instead of points the game will rate the effectiveness of your selected character. So we can have a character wearing wedding dress with a football helmet and a makeshift machete - and the game will rate that character’s difficulty appropriately.
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Pros:
-Truly give you the freedom to create all kind of wacky characters, like the wedding-dress-and-football-helmet character above
-With point system overhauled, accurately reflects the difficulty.
Cons:
-Can be complex, repetitive and tedious.
-What about addictions and stuffs like that?
a) To tackle the first problem, we can somewhat get around this by issue a few standard, preset character. We can have:
- “Standard” character with the same equipments to Unemployed profession we already had in the game
- “Military personnel” character with military equipments (The game will rate this character as easy)
- “Scientist” character with random mutagen or bionic (uninstalled) (The game will rate this character as easy)
- “Naked” (The game will rate this character as hard)
Note that this deals with equipments ONLY, so we can have a “scientist” character with very low Intelligent or “military personel” who doesn’t have a clue about guns.
Those presets will only act as a shortcut to reduce the tediousness when creating new character by offering common clothes and equipments selection. The player should be able to select a preset THEN change a piece of equipment, the preset (as a shortcut) should NOT enforce the player, so we can quickly have a “military personnel” with no pant and some cocaine for example.
b) For the second problem, I propose we add an Addiction tab to the character creation screen. We can select addiction here, from cocaine to crack and heroine. If you choose an addiction, that character will automatically start with the appropriate drug/cigarette/heroine&syringe… too.
This should replicate the exact perquisites for profession like Hobo or Junkie while professions like Bionic Patient and Failed Android can be handled by the Bionic section in the equipment selection I proposed above. This will also open up new possibilities for characters with mutation too. Or a more diverse, vibrant/crazy character like a mutated, crack-addicted, bionic implanted character with wedding dress and makeshift machete (and with the overhauled system, the game will rate that character’s difficulty accordingly).
That was a long post, I do believe this idea will be (very) hard to implement and we need the overhaul in place first for this to happen.
I intend that this will be one of those long term ideas that take time to discuss, refine and finalize.
So, what do you think?? Comments/criticisms/blames and trolling are all welcomed.
Edit: Editing and typo.