Stabilis -> Know your limits! (7/26/2011 21:50:10)
|
This thread is about stats. Playing as a tactical mercenary, I enjoy mid-battle making my technology high; up to 134. As great as having level 1 smoke being 33 dexterity points, and my robot dealing at least 25 damage each, I very much think that stats overtake skills. High stats will often boost skills, and high stats are beneficial to have skills while maintaining low energy use. High skills, however, are effective just the same. They only increase in energy costs as they climb. My question is, should a stat be capped, limited, restricted, restrained, set, curbed, bound, to a max value? When stats can not change any further we have realism, stats are passive as the passive skills, but have more than one effect. We cut off skill levels at level 10, should we also cut off stats at... 500, 400, 300, 200, 100? We've never reached 200 (I think), but we keep trying to make stats ugly and out of reach. I make my tech 134, and its effects are overpowered (I usually lose to luck or pure veteran skill). Let's cap stats at 100 (?) and we can see less of stat idolatry and more balance. Thoughts: -Limit stats. -Allow skills to have higher levels. Skills being able to reach level 25 for example. -How do you feel about how stats effect skills? Do they need to effect skills? Technology boosts smokescreen, dexterity boosts overload, etc...
|
|
|
|