Captain Jack
Elite
- Joined
- Dec 28, 2010
- Posts
- 3,733
- Society
- Endgame
Background: MindForce has been under-utilized since it's inception into the Entropia Universe. Over the last several years the gameplay has become more individual focused and less immersive. The Paramedic profession used to be a vibrant support role, and has largely been replaced by lifesteal and restoration chips (which have been a welcome addition to the game by most hunters). The supply of sweat continues to exceed demand, causing the price of sweat to continue downward which makes it more difficult for newer players with limited means to get a foothold in the game.
Objective: In this thread I intend to propose a system which will revitalize an existing (and nearly useless in it's present state) profession to include a new buff system which encourages team dynamics, is hands-on and immersive, and increases the demand for sweat while adding a valuable service to the game.
Proposal: A massive expansion of the existing "Telepath" profession which will enable a player to use a variety of buff-casting MindForce chips, which are to be introduced. The one profession ties in all newly introduced buff-casting chips. A player may cast buffs on themselves or others. Nearly any presently existing buff could be integrated in this system, I will propose a few examples as models below. The concept is for the cost to cast to be very affordable, opening the door for all players to obtain and use these chips, while the buffs increase in both strength and duration creating an incentive for players to skill up the profession to progress to the more powerful and efficient chips.
Note: The cost of buff-casts should be added to the loot calculation in the same way that healing is.
Buff Chips Model: (Modeled roughly after the Restoration Chip series)
Level 1 (0-5 Telepath): 4.5 PED max TT, 0.45 PEC decay, 45 Mind Essence consumption.
Level 2 (5-10 Telepath): 5.3 PED max TT, 0.53 PEC decay, 53 Mind Essence consumption.
Level 3 (10-15 Telepath): 6.4 PED max TT, 0.64 PEC decay, 64 Mind Essence consumption.
... etc. etc. (keep modeling after existing Resto chips through level 20)
Example Buffs: Here I will list the first 3 examples of a series of buffs. The rest follow the same pattern through level 20. Each buff gives an additional +1 minute over the preceding level's buff, as well as a stronger affect. The concept is to take the max "Action" buff and divide it by 20, allowing for a max buff to be added at level 100.
Increased Health Buff:
Level 1 (0-5 Telepath): +5 Health, 1 minute buff
Level 2 (5-10 Telepath): +10 Health, 2 minute Buff
Level 3 (10-15 Telepath): +15 Health, 3 minute buff
Increase Critical Damage Buff:
Level 1 (0-5 Telepath): +3% critical damage, 1 minute buff
Level 2 (5-10 Telepath): +6% critical damage, 2 minute Buff
Level 3 (10-15 Telepath): +9% critical damage, 3 minute buff
Increase Reload Speed:
Level 1 (0-5 Telepath): +1%, 1 minute buff
Level 2 (5-10 Telepath): +2%, 2 minute Buff
Level 3 (10-15 Telepath): +3%, 3 minute buff
Decrease (Incoming) Critical Damage Buff:
Level 1 (0-5 Telepath): +2.25%, 1 minute buff
Level 2 (5-10 Telepath): +4.5%, 2 minute Buff
Level 3 (10-15 Telepath): +6.75% 3 minute buff
And so on and so forth. Any presently existing buff could be implemented in this way.
Conclusion: This system would create a much more dynamic and immersive method by which players can play both individually and in teams, drive up demand for sweat as these buffs become integral to the every day hunter, and provide additional interest in hunting loot.
Objective: In this thread I intend to propose a system which will revitalize an existing (and nearly useless in it's present state) profession to include a new buff system which encourages team dynamics, is hands-on and immersive, and increases the demand for sweat while adding a valuable service to the game.
Proposal: A massive expansion of the existing "Telepath" profession which will enable a player to use a variety of buff-casting MindForce chips, which are to be introduced. The one profession ties in all newly introduced buff-casting chips. A player may cast buffs on themselves or others. Nearly any presently existing buff could be integrated in this system, I will propose a few examples as models below. The concept is for the cost to cast to be very affordable, opening the door for all players to obtain and use these chips, while the buffs increase in both strength and duration creating an incentive for players to skill up the profession to progress to the more powerful and efficient chips.
Note: The cost of buff-casts should be added to the loot calculation in the same way that healing is.
Buff Chips Model: (Modeled roughly after the Restoration Chip series)
Level 1 (0-5 Telepath): 4.5 PED max TT, 0.45 PEC decay, 45 Mind Essence consumption.
Level 2 (5-10 Telepath): 5.3 PED max TT, 0.53 PEC decay, 53 Mind Essence consumption.
Level 3 (10-15 Telepath): 6.4 PED max TT, 0.64 PEC decay, 64 Mind Essence consumption.
... etc. etc. (keep modeling after existing Resto chips through level 20)
Example Buffs: Here I will list the first 3 examples of a series of buffs. The rest follow the same pattern through level 20. Each buff gives an additional +1 minute over the preceding level's buff, as well as a stronger affect. The concept is to take the max "Action" buff and divide it by 20, allowing for a max buff to be added at level 100.
Increased Health Buff:
Level 1 (0-5 Telepath): +5 Health, 1 minute buff
Level 2 (5-10 Telepath): +10 Health, 2 minute Buff
Level 3 (10-15 Telepath): +15 Health, 3 minute buff
Increase Critical Damage Buff:
Level 1 (0-5 Telepath): +3% critical damage, 1 minute buff
Level 2 (5-10 Telepath): +6% critical damage, 2 minute Buff
Level 3 (10-15 Telepath): +9% critical damage, 3 minute buff
Increase Reload Speed:
Level 1 (0-5 Telepath): +1%, 1 minute buff
Level 2 (5-10 Telepath): +2%, 2 minute Buff
Level 3 (10-15 Telepath): +3%, 3 minute buff
Decrease (Incoming) Critical Damage Buff:
Level 1 (0-5 Telepath): +2.25%, 1 minute buff
Level 2 (5-10 Telepath): +4.5%, 2 minute Buff
Level 3 (10-15 Telepath): +6.75% 3 minute buff
And so on and so forth. Any presently existing buff could be implemented in this way.
Conclusion: This system would create a much more dynamic and immersive method by which players can play both individually and in teams, drive up demand for sweat as these buffs become integral to the every day hunter, and provide additional interest in hunting loot.