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Zombra wrote:The first Wasteland was really about Skills. I would much rather just have them focus on that.
CaptainPatch wrote:Zombra wrote:The first Wasteland was really about Skills. I would much rather just have them focus on that.
I vastly prefer that character development to be about Skill selection rather than Attribute building. In the original WL, ALL Skills were derivatives of the PC's IQ score. Secondarily, many Skills were contingent on the PC having certain Attributes to be at least some minimum value. I can see the latter aspect but not the first. The PCs start at a max of 18 IQ, but by game's end, their IQ was around 40-50-60. That means either they started as retards/mentally deficient or they end up as "super-geniuses", just over the course of one mission. If "super-genius" would be >100 IQ, then what they are starting as would be "borderline vegetables". Or else "IQ" doesn't mean "Intelligence Quotient", like it should; in which case drop the "IQ" and just go with "Skill Points". Maybe make INTelligence be an entirely separate Attribute that affects cerebral Skills only.
Overall, I really, really think that all Attributes should be capped at 20 or so. Otherwise it keeps coming back to just how woefully pitiful the starting PCs are -- even if they had 18 in every single Attribute.
CaptainPatch wrote:In the original WL, ALL Skills were derivatives of the PC's IQ score.
Overall, I really, really think that all Attributes should be capped at 20 or so. Otherwise it keeps coming back to just how woefully pitiful the starting PCs are -- even if they had 18 in every single Attribute.

Zombra wrote:You're assuming a ramrod-straight linear scale, which is a big assumption. A 20 IQ does not mean "twice as smart" as a 10 IQ; it just means 10 points farther along a totally abstract and arbitrary curve.
CaptainPatch wrote:Since the max that PCs can start at is 18 IQ, but there is no upper limit thereafter indicates that the PCs start on the IQ bell curve waaaaayyyyy the hell to the left of the "genius" breaking point.

Zombra wrote:Let's use "real life IQ" as a separate metric and chart the two values.
Wasteland IQ
3 <--------------------------------------------------------> 200 billion
Real life IQ
100 <------------------------------------------------------> 101
CaptainPatch wrote:If those hard breaks are there between 3 and 24, it stands to reason that beyond 24, the PC's abilities would improve incrementally with each Attribute point of increase.
What you are actually steering towards (according to my perception) is something more like "Anything past ____ has no effect on performance related to that Attribute. What it gains the PC is a wider range of things that he or she can do."
Look to see just what each additional point gets you.

Zombra wrote:The names of stats are not English words; they are symbols denoting specific functionalities.
CaptainPatch wrote:If there is no enhancement between 3 and 30, why have numbers at all?
Ronin73 wrote:These debates about stats make anxious to know what InXile have in mind for character development for WL2.
Screenshots be damned! give me some game mechanics details!
*Shakes Iron Fist of Pledging at the development team*
CaptainPatch wrote:If there is no enhancement between 3 and 30, why have numbers at all? It seems to me that the fact that a larger number gets you more oomph than a lower number is inherently implied.


Zombra wrote:Let me put this another way. You yourself have stated that attributes have no upper limit in Wasteland. Yet you insist that the available spectrum (1 through ∞) represents the full spectrum of human ability, from endpoint to endpoint.
CaptainPatch wrote:Yes, I noted that in WL there was no upper limit. However, I also suggested that there should be a cap, so the infinity part of your argument does not apply.
If getting a higher value is NOT supposed to be increasingly difficult, why start with a bell curve distribution in the first place?
Further Attributes that are used to describe a human being's physical and mental potentiality MUST be capped -- otherwise you end up with a weightlifter that could carry the Moon on his back.
If the contention is that after a certain value, there is NO discernible difference in capability, then that certain value IS the cap -- and the player should know what that value is so he stops putting Skill Points into it. If there is no such cap, then you're back at the man-that-can-lift-the-Moon possibility.
And if the numbers do NOT reflect a linear enhancement of capability, then why use numbers at all?

Zombra wrote:*And note ... a guy with a titanic damage bonus can't punch the planet in half, because the planet is not an attackable object.
Zombra wrote:And if the numbers do NOT reflect a linear enhancement of capability, then why use numbers at all?
For the nth time, because linear progression is not the only numerical pattern in existence.
CaptainPatch wrote:But the potential remains, awaiting only the programming to permit such an attack. Which is the crux of my "unlimited development" argument. Either the PCs are starting as outstanding wimps and then "muscling up", or they are starting off as normal human beings and becoming demi-gods. If EVERYONE in the world develops the same way, then they are wimps at the beginning. If EVERYONE else is not given the same development opportunity, they become demi-gods.
Then what you have are NOT numbers. They are, as you say, symbols: ! @ # $ % ^ & *.
Using numbers as symbols is (understandably) misleading and confusing.

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