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Author Topic: Perks, Bonuses, and Faults  (Read 914 times)

Ken

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Perks, Bonuses, and Faults
« on: 24 May 2011, 15:45 »

These don't exist in-game, although perhaps they were meant to at one point.  They are present on Chruker's: http://games.chruker.dk/eve_online/inventory.php?category_id=14  Regardless, they provide some interesting options for character ideas, insight, and development, don't you think?

Bloodline
Amarr Bonus    -50% cost for using Amarrian stargates.    
Brutor Bonus    +10% speed bonus for Projectile Weapons.
Civire Bonus    +3% Accuracy bonus for Hybrid Weapons.
Deteis Bonus    -2% production time for all modules.    
Gallente Bonus    -10% drill time when mining asteroids with mining lasers.
Intaki Bonus    +20% chance of getting a new agent.    
Ni-Kunni Bonus    +25% max ask/bid value on market.    
Sebiestor Bonus    -20% ship repair cost.

Education
Business School Commerce Bonus    -5% training time for all skills that rely on the charisma attribute.    
Business School Industry Bonus    -5% factory prod.time.    
Military Academy Gunner Bonus    -5% weapon power consumption.
Military Academy Pilot Bonus    -5% training time for all skills that rely on the perception attribute.
Technical School Electronics Bonus    -5% CPU usage.
Technical School Engineering Bonus    -5% training time for all skills that rely on the memory attribute.    

Career
Bounty Hunter Bonus    +5% skill training time for skills with memory as the primary attribute.
Corporate Magnate Bonus    +5% skill training time for skills with willpower as the primary attribute.
Covert-op Bonus    +5% skill training time for skills with intelligence as the primary attribute.
Industrialist Bonus    +5% skill training time for skills with perception as the primary attribute.
Navy Captain Bonus    +5% skill training time for skills with charisma as the primary attribute.
Scientist Bonus    +5% skill training time for skills with perception as the primary attribute.

Physical Bonus
August Demeanor Bonus    Better agent missions.    
Booster Immunity Bonus    Booster resistance +25%.    
Computer Empathy Bonus    Reduces CPU usage 20%.
Creative Bonus    Research time -5%.    
Deft Hands Bonus    Upgrade time -10%.    
Doctrine Ingrained Bonus    +5% damage while in formation.    
Glib Tongue Bonus    NPC dir.trade price -5%.    
High-G Tolerance Bonus    Ship Agility +5%.
Killer Instinct Bonus    +5% Shield seeping.    
Ordered Mind Bonus    Lower skill loss severity by 25%.    
Standard DNA Pattern Bonus    +1 character clone usage advance level.    
Stratum Form Feel Bonus    Mining efficiency +10%.
Structural Understanding Bonus    Manufacture time -5%.
Superior Motion Sense Bonus    Turret wp accuracy +2%.
Swift Neural Grafting Bonus    C-Implant install time -50%.    
Three Dimensional Thinking Bonus    Missile accuracy +3%.
Vector Reckoning Bonus    Half acc.penalty for high speed.    

Physical Handicap
Epileptic     Prevents attribute change instigated skill training time adjustments. Boosters and trained skills which change the primary or secondary attributes would therefore have no effect on an epileptic character.    
Mechanical Ineptitude     Engineering skills training time +25%.    
Short Attention Span     Equipment duration -20%.
Strong Immunity System     Cyber implant install time +50% AND booster resistance -25%.    
Trigger-happy     Turret weapon accuracy -2%.
Wasteful    Turret weapon power usage +5%.    
Weak Double-helix Bond     Clone cost +5%.

Social Handicap
Bad Reputation    Security status gains over time take twice as long.    
Democracy Sympathizer     Faction standing modifier -50% vs. Caldari corporations.    
Human Atrocities Accusations     Faction standing modifier -50% vs. Gallentean corporations.    
Minmatar Rebel Affiliation     Faction standing modifier -50% vs. Amarrian corporations.    
Slave Trade Tie-ins     Faction standing modifier -50% vs. Minmatar corporations.

Phobias
Algiophobia     PwC +5% when in combat (being shot at).    
Barophobia    +50% warp cost if planet/moon in target bubble.    
Cenophobia     +50% warp cost to bubbles with no station/stargate.    
Claustrophobia    If floating in capsule in space for 5 mins, he dies.    
Monophobia    Dies if he doesn't dock at a station every 60 mins.    
Mysophobia    Worse agent missions.    
Taphephobia     If Structure damage is >25% then he ejects capsule.    
Xenophobia     Faction standing modifier -25% vs. factions of other race.
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GoGo Yubari

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Re: Perks, Bonuses, and Faults
« Reply #1 on: 24 May 2011, 17:04 »

Very interesting!

I love these two:
Monophobia    Dies if he doesn't dock at a station every 60 mins.   
Taphephobia     If Structure damage is >25% then he ejects capsule.   

Those would be awesome. :D
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Morwen Lagann

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Re: Perks, Bonuses, and Faults
« Reply #2 on: 24 May 2011, 17:26 »

[mod]Moved to Character Development at author's request.[/mod]
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3) The lack of suitable male partners can be summed up in most cases thusly: interested, worth the air they breathe, available; pick two.

Saede Riordan

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Re: Perks, Bonuses, and Faults
« Reply #3 on: 25 May 2011, 07:51 »

Well, I can see why those weren't included in the game...they're rather horribly unbalanced.
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Seriphyn

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Re: Perks, Bonuses, and Faults
« Reply #4 on: 25 May 2011, 08:27 »

Also newbies wouldn't know WTF those mean. Like that when I started Seriphyn, and attributes.

Why they dumbed down the character creation process I imagine.
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Casiella

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Re: Perks, Bonuses, and Faults
« Reply #5 on: 25 May 2011, 09:07 »

How is it dumbed down? They've actually added choices but streamlined the process of choosing them.
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Esna Pitoojee

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Re: Perks, Bonuses, and Faults
« Reply #6 on: 25 May 2011, 17:24 »

I think Seriphyn was referring to how race and bloodline used to affect your "bonus" attributes (i.e., Amarr / True Amarr gave you awesome willpower, but terribad charisma) and background / starting school / specialization would effect your starting skills, meaning you could accidentally gimp your 'toon horribly without realizing you were doing so (for instance, rolling a military toon and then finding out all your attributes are wrong).

These unincluded attributes are a bit more self-explanatory, although some of that is because I've been playing a while now - things like "Equipment duration" and "shield seeping" make sense to me now because I've encountered them in game.



Actually, the most interesting thing for me is some of the abandoned / never-introduced features they hint at - for instance, implants taking time to install, formations granting bonuses to certain aspects of a fight, or stargates having a cost of some kind to use.
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I like the implications of Gallentians being punched in the face by walking up to a Minmatar as they so freely use another person's culture as a fad.