I can get behind this, though if we’re taking hardcore optimisation as our metric the same as we have been doing, then so long as there’s any advantage, that’s the assumed cookie cutter build. As you’ve said, it’s hard to get a formula that doesn’t crush the weak while curtailing the strong.
The problem here is the display. You need 3 cooking and 1 survival.
Ahhh, 'splains it. 4 points invested across 2 skills gives zombie pheremones. Alright.
Tailoring mitigates damage with armour, sure, but it takes resources to make that armour that you don't have at the start of the game, and any early game clothing recipes tend to be for the same armour you can find laying around town.
Tailoring needs more booklocked recipes. It is currently one of the few skills that you don't need books for, except to skip the grind.
Booklocking would help, particularly certain early game recipes. The skill levels for tailoring are also pretty wonky considering how readily available some things are - it takes level 5 tailoring to make the same leather jacket you can find in every tenth house and every fifth zombie. The same as you need for Nomad Gear!
If fabrication could be unfucked, this would fit here. Fabrication has some great weapon recipes, they're just made inaccessible by the fact that they all require a full forge set because someone didn't think the restrictions through.
Yeah, the gear wall for fabrication is ridiculous. It’s often more convenient to skip it entirely and raid mansions and museums instead.
Electronics 5 can give you electronic jackhammer and 4 atomic lamp and coffee maker. Those are pretty rare, but their effects can be giant.
Atomic Lamps are infinite light, which is indeed an awesome game changer (though it’s possible to work around it). Coffeemaker is arguably a quality of life perk as long as a 6 second paper wrapper fire can be used to produce 20 clean water. Electric Jackhammer… honestly I’ve never needed one, though I suppose it would help late game when you’re going through labs.
I disagree here. While currently most mid-game options suck, this is mostly because of the assumption that books are easy to get. Getting booklocked out of useful skills can happen and does suck. Early game advantage currently means "stacking dodge". If you replaced it with stacking melee and weapon skills, it would no longer be the case. It's dodge that is broken because of the math behind it and the way leveling it works. Without enough books to grind skills, MGA character will be installing CBMs and constructing a vehicle by the time the EGA one would still be clearing the way to garage/library.
Most Mid-Game options suck because:
It is EASIER to find books with high EGA (not guaranteed, sure).
MGA characters still need books (they cannot increase all skills to a point where they do not still want to be looking in the same places to find books as EGA characters do).
Books that raise fighting skills kind of suck (101 wrestling skills is pretty rare and only boosts Unarmed to 3).
It makes it MORE likely that any books you find will be useless. This ties into the rarity and mediocrity of combat books somewhat, but having high points in crafting skills doesn’t make it less likely for books of that type to spawn.
It is POSSIBLE to grind crafting skills safely without books (tedium is not a balance feature so we can’t discount this), it is much harder, and more dangerous, to grind combat skills, particularly dodge.
Dying is the only way to lose. Mid game characters who start weak die more and never see their midgame advantage. “Helmets drastically increase the number of soldiers ending up in hospital with head injuries” - If you’re living long enough to feel like books are the problem then you’re doing okay.
It’s not just dodge, though the worst offender - black belt - has it all. If you have high attacking skills and the right martial art you can block damage and lock down enemies. Late game you don’t even need dodge, and hyper-specialisation in skills gives you just that - Late game skills.
This is one of the reasons I like multi pool - it cuts many of the connections and isolates the most problematic sections.
It’s certainly helpful in identifying them as well.
1: Bad trait balance is hard to address because it’s a mixed bag of early vs late, depends on gear etc. They would get more sane if the glasses had significant eye encumbrance, mutated eyes were more common etc.
Do eyes have Close To Skin etc modifiers? Wearing fit-over-sunglasses or a riot helmet wouldn’t give me problems, but trying to stack a pair of sunglasses, fencing/hockey mask or the like would be a serious problem for me. I can’t even comfortably wear “over the ear” headphones because they make the arms dig into my ears.
2: Then there are food traits, which depend on tons of items at once.
Yeah, Meat Intolerant is probably the only one that’s given me even minor pause. Lactose intolerant isn’t worth a point, and winters aren’t harsh enough for a wool allergy to even be noticeable.
Then traits that are just the result of someone going all "this will be cool" and adding something without second (or even the first) thought. Trigger-happy and bad/good liar.
It would be nice if traits like this were “point neutral” and carried an advantage with them, like Trigger Happy makes burst fire slightly more likely, Bad Liar makes you slightly more likeable.
I'm not sure if this will work or if it will result in significant balance improvements, but it looks like a safe way to allow more varied characters.
Yeah, that’s what I meant. “0-6 stat points” can be described as safe, in terms of balance. If 0-6 is balanced, then a single pool that gave 0-6 points variety would also be balanced, so that’s something to shoot for.
I'm not sure what do you mean by 8+4. 8 base stat +4 from CBMs and muts? From what I recall, I said something like "+2 to 1 or 2 stats", not "+4 to all stats".]
Sorry, I took “8 in all important skills, at most +4 to stats in total” to mean “[8 in all important skills + at most +4 to stats] in total” as a theoretical end game goal. +2 to each stat from CBMs is very doable, while +2 from other sources (artifact, mutagen, drug, steroids, whatever) also seems pretty reasonable to me as a compromise between what we have and what a more balanced system could expect.
I’ll also add that the more content is included, the longer the average “winning game” can be expected to last, so we can expect to reach this level sooner or later.
But yeah, didn’t answer my question. Is there a difference between 12 and 16 in ranged combat? I thought that capped out much lower.
Prime Increases 4-7 strength up to 8, 8-14 strength up to 15, 15-17 strength to 18, and so on.I’d call this a band. It homogenises strength from within a defined range (band) to a preset result.
I don't like those. I'd rather have it work like 4-7 gets +3, 8-14 gets +2, 15+ gets +1. Otherwise it gets very artificial, spoiler-intensive, punishing for "natural" characters.
That’s fine, but be aware that your version has its own sweet spots, where it’s doing exactly the same thing.
7-8 become 10 - better to sacrifice 1 point than leave it at 8.
14-15 become 16. - Not worth putting a point into 15, leave it at 14.
And if this worked for multiple stats? Sweet. 7/14/7/10 stats. End result: 10/16/10/12. A more “natural” 8/12/8/10 character gets 10/14/10/12.
We can’t really do anything with an integer system that doesn’t either give a flat rate or have a perfect sweet spot.
Of course, it’s worse with current Prime, 8/15/8/15 compared to 15/15/15/15 means there’s no point in adding or dropping stats at all, just make sure you have 8 minimum and put everything into skills for the best character possible.
Ideally I’d picture the threshold system as simply changing the metric of how your characters strength is measured. Take Ursine again:
4-7, sub average for a human, becomes 10 - Your weakest bear is as strong as a slightly above average human.
8-11: Around average for a human, becomes 13 - Average bears are strong as the strongest human.
12-13: 2/3s of your stat points, become 16 - Past human capacity
14+: All your points, become 18 - The Strongest Bear and highest possible stat.
4-7 stat characters don’t get the same strength as 8 stat characters, because 4-7 points already gave them 1-3 bonus points to spend elsewhere. Players should suffer for their penalties.
8-11 point characters don’t get the same strength as 12 stat characters, because 12 points is 2/3 of your assumed 6 point multipool investment (you cannot have one stat at 12 unless you are taking other stats down to 7)
12 point characters don’t get the same strength as 14 stat characters, because 14 points is their entire assumed 6 point multipool investment. Players should feel rewarded for specialising.
If we wanted to do something similar for alpha “You become a paragon of your species!” then it would probably be different banding - humans are more granular than bears.
4-5-> 8.
6-7 → 9
8-9 → 11
10-11 → 13
12-13 → 15
14 → 16
So Alpha humans are at absolute worst “average”, the strongest possible human surpasses human norms, and the bonus is never quite as big as it is for Bears.
With our 6 point investment we can get:
10/10/10/8 → 13/13/13/11
12/10/8/8 → 15/13/11/11
12/10/10/6 → 15/13/13/9
12/12/10/4 → 15/15/13/8
14/8/8/8 → 16/11/11/11
14/10/7/7 → 16/13/9/9
Nowhere near as “spiky” as the bear who can get up to 18 (and beyond with “Huge Taaaaank Super Tough” type traits which make bear a better choice if you want to be strong). It’s not quite a “+X to stat”, though it’s close - each band gets roughly +2-3, and there’s effectively a “range” for alpha mutants of 8-16, while the “range” for Ursine humans is 10-18 and is less granular.
Prime stat mutations are a horrible design. They would be OK if they were a guaranteed thing, but they're post-endgame thing.
As time approaches N, likelihood of finding Alpha report approaches 1. So long as you do not die any item that can be crafted or found may be assumed to be guaranteed within an infinite timeframe.
It also has the disadvantage of tailoring characters to mutation branches. Even if we ignore the realism issue (dude born with perfect stats to be an alpha mutant), we're still left with rewarding spoilers, which is already a flaw in mutation system, with having to implement going back from banded mutation (restoring stats to old levels), artificial limits that just feel weird and limiting character choices to intersection of "good stats" and "stats good for mutating" (this could actually result in more choices, but would be a bitch to keep that way).
Realism: The best person to become a bear is the person who is as strong as possible - 14. The second best person is “very strong”. That’s actually pretty intuitive realism, and players are encouraged to invest their stats in that way regardless (system mastery is inevitable in any system).
The best alpha with the more granular system up there is… 13/13/13/11? 15/15/13/8? We could lower that 8 down to a 7 to make it more of a penalty, but generally if you’re going Alpha (The safe: “Good Stats! No Specials!” mutation branch) you want to have generally decent all around stats, otherwise you’d get more out of one of the specialist mutation branches. So the best Balanced Good Stats guy is the guy who wants to take the mutation around mostly balanced stats.
Going back from banded mutation: Mutations don’t alter base stats so far as I can see in character menu (wish they did, or at least pretended to, it’s annoying keeping an eye on whether I have a malus or bonus when my stats are always green). This would be pretty much similar with any variable increment system, including diminishing returns, wouldn’t it?