Tea/CamoReset

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Camouflage is a broken skill tree

By which I mean:

These both strike me as flaws in the design of a skill tree. So I'm thinking about how to replace and rehash it into a fixed state.

Aims in a replacement

There are three main thematically cool things "Rangers" tend to do with their camouflage abilities, I think:

  1. Ambushes
  2. Spying
  3. Disappearing in case of SNAFU
So a new replacement system should work well for all 3 of these.

It should also satisfy my two key features of a TT skill tree:

  1. The starting levels should be powerful enough to be interesting, meaningful, and a non-stupid choice to take
  2. The top levels should not be so powerful that low level characters are useless by comparison.

Potential features

Things that might be interesting to throw into this:

Proposed tree

So here's a very rough tree:

  1. Hide in terrain in 30 seconds. Remain hidden for up to 2 mins. Stop hiding in 5s. Move at a slow sneak while hidden.
  2. Can hide on flat ground without terrain, such as grass or the like. No movement permitted on flat ground.
  3. If hidden in terrain, can now break cover in 0 seconds
  4. While hidden in terrain, can move at a walk. On flat ground can move at a slow crawl
  5. Hide in 20s, not 30s
  6. May hide for up to 5 minutes
  7. While hidden in terrain, can move at a jog. On flat ground can move at a fast crawl
  8. Hide in 10s, not 20s

Thoughts

Do we even need a camouflage skill tree? Answers on a postcard please...

Some random thoughts:
I think so - TT tends to evolve by rebalancing and replacing individual skill trees at the moment, so if any skill tree refit is better balanced/better designed for progression, the system itself gets iteratively closer to ideal balance. --Tea
--Jacob

Things a tree might have:

--Tea
Stating the hopefully obvious - it might be better to allow it to /ignore/ detects as opposed to calling RESIST, despite this being an exception to usual system rules. --MorkaisChosen


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Last edited July 12, 2013 10:58 pm by Jacob (diff)
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