Aio
Elite
- Joined
- Feb 25, 2005
- Posts
- 3,836
- Location
- Under Your Bed.
- Society
- Veterans
- Avatar Name
- Aio Dakina
Afternoon all,
I've been giving this some thought over the last few days and I think the following would be good boost to the scanning professions (which for a set of professions, have so many skills for such a currently "useless" profession).
2 Parts:
A- Mob Locations
So we have Human, Animal, Robot, Mutant scanning professions. Why not introduce a personal (avatar based) database, of encountered mobs. Think of it like a Pokedex from a fairly famous video game. How this would work is as such:
- There is a new interface (I know, this will only end up being a completely different design to all the other in-game interfaces) which has 4 sections - Animals, Robots, Humans, Mutants. In the subsection "Animals", it lists all encountered xenotypes (e.g. Atrox, Atrax) and then below these, all encountered maturities. This is the same for Robots, Mutants (Drone, Feffoid etc), and for "Humans" it would be a list of encountered participants.
- To add a mob or human into your personal "EntropiaDex", you would have to scan that mob/human. As an example, you scan an Atrox Young, you add the fields "Animals->Atrox" and then have "Young" listed underneath that. Only once you have scanned other maturities (Mature, Old etc) they would be added into this list.
- With humans, this would scan their stats as currently and add those (potentially static?) to your list. Perhaps there could be a new use for the mindforce profession "Jamming" which would block or obscure these stats depending on the level.
- Once a mob is added into your database, you then have the option of locating these mobs. Based on your scanning skill level, you would have a visual range overlaid onto the map to show where spawns of the mob are. You can only do this for mobs you have already encountered, and the range would be very large (radius 5km?) for poor skill levels, homing in to specific spawns at level 100.
B- Scanning Information
- Currently when scanning you can only gleam basic information - Mob attributes (useless apart from Stam), HP by Stam*10, and an approximate range of damage.
- I propose that when you scan a mob, if the mob level is below a certain threshold compared to your scanning profession level (could be linear (prof=50 mob level max =50) or it could be /2, /4, /8 what ever works best) you start to gain more information from the mob. There are many mob attributes which could be shown here: Actual HP, Actual DMG range, Run Speed, Regen Rate, Crit Rate, Hit Rate, Damage Types, Damage Type Proportions.
- The amount of information could be shown as an ever tighter range around the real information, depending on relative skill to the mob. E.g. below the mob level, you might see "Unknown". Above the skill level, you might see "Impact ?, Acid ?" under damage types. Far above the skill level, you might see "Impact 66.8%, Acid 33.2%".
- Scanners could also be moved into this equation. At the moment, their only differentiating stats are reload speed, range, and decay. How about introducing a "skill modifier" on the scanner, so that an ES100 might give 0.5*Skill level, while an ES500 might give 2.5*skill level when deciding what information is shown.
- These mob stats would also be loaded into your personal database (part A) for future reference.
_________
Like to hear your thoughts on this. Only downsides I can see are that the information gleaned would be quickly shared on the forum... but it kinda is anyway. The other one would be that it could take a fair amount of coding and implementation time but I think it would be a nice boost to probably the most forgotten profession in-game.
I've been giving this some thought over the last few days and I think the following would be good boost to the scanning professions (which for a set of professions, have so many skills for such a currently "useless" profession).
2 Parts:
A- Mob Locations
So we have Human, Animal, Robot, Mutant scanning professions. Why not introduce a personal (avatar based) database, of encountered mobs. Think of it like a Pokedex from a fairly famous video game. How this would work is as such:
- There is a new interface (I know, this will only end up being a completely different design to all the other in-game interfaces) which has 4 sections - Animals, Robots, Humans, Mutants. In the subsection "Animals", it lists all encountered xenotypes (e.g. Atrox, Atrax) and then below these, all encountered maturities. This is the same for Robots, Mutants (Drone, Feffoid etc), and for "Humans" it would be a list of encountered participants.
- To add a mob or human into your personal "EntropiaDex", you would have to scan that mob/human. As an example, you scan an Atrox Young, you add the fields "Animals->Atrox" and then have "Young" listed underneath that. Only once you have scanned other maturities (Mature, Old etc) they would be added into this list.
- With humans, this would scan their stats as currently and add those (potentially static?) to your list. Perhaps there could be a new use for the mindforce profession "Jamming" which would block or obscure these stats depending on the level.
- Once a mob is added into your database, you then have the option of locating these mobs. Based on your scanning skill level, you would have a visual range overlaid onto the map to show where spawns of the mob are. You can only do this for mobs you have already encountered, and the range would be very large (radius 5km?) for poor skill levels, homing in to specific spawns at level 100.
B- Scanning Information
- Currently when scanning you can only gleam basic information - Mob attributes (useless apart from Stam), HP by Stam*10, and an approximate range of damage.
- I propose that when you scan a mob, if the mob level is below a certain threshold compared to your scanning profession level (could be linear (prof=50 mob level max =50) or it could be /2, /4, /8 what ever works best) you start to gain more information from the mob. There are many mob attributes which could be shown here: Actual HP, Actual DMG range, Run Speed, Regen Rate, Crit Rate, Hit Rate, Damage Types, Damage Type Proportions.
- The amount of information could be shown as an ever tighter range around the real information, depending on relative skill to the mob. E.g. below the mob level, you might see "Unknown". Above the skill level, you might see "Impact ?, Acid ?" under damage types. Far above the skill level, you might see "Impact 66.8%, Acid 33.2%".
- Scanners could also be moved into this equation. At the moment, their only differentiating stats are reload speed, range, and decay. How about introducing a "skill modifier" on the scanner, so that an ES100 might give 0.5*Skill level, while an ES500 might give 2.5*skill level when deciding what information is shown.
- These mob stats would also be loaded into your personal database (part A) for future reference.
_________
Like to hear your thoughts on this. Only downsides I can see are that the information gleaned would be quickly shared on the forum... but it kinda is anyway. The other one would be that it could take a fair amount of coding and implementation time but I think it would be a nice boost to probably the most forgotten profession in-game.