Abiotic Factor

Abiotic Factor

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A kobold May 22, 2024 @ 12:26am
JOB UNIQUE TRAITS, a concept post.
Right now jobs outside of the defense analyst feel like there isn't much point of choosing one over the other. to the point that picking Summer intern or Lab assistant are actually the better options. For this reason I suggest adding some unique traits to each job along with a unique set of bonus items and craft.

note the crafts can be learned by other classes via terminals or finding the right items but the jobs start with them. (example botanist starting with garden plots.)


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LAB ASSISTANT
complete rework.
  • starting points: 8
  • skill bonuses: +3 sprinting, +3 sneaking +2 strength
  • starting items: 1 stapler, 2 pens

unique quirk
Always helping: players gain +10% bonus XP while within 10 feet (3 meters). also increases craft speed, interaction speeds, build%, repair% and most other stats so long as you are nearby. you get half the % yourself. (though still the fully 10% XP bonus)

Unique craft
Staplers: 2 plastic, 1 metal scrap =s 1 stapler.
others learn: from a terminal in manufacturing.

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Epimedical Biomicist
no class changes

Unique quirk
advanced medical training: allies within 10 feet/3 meters heal for 10% more from any source you passively gain medical XP while they are healing.

unique craft
Trauma kit: a 3 use kit that can heal all medical problems from broken legs to radiation, as well as fully heal the person it is used on. costs 5 bandages, 2 splints, 2 healing syringes, and 2 acid syringes
others learn: upon picking one up, first ones found in sec sector.


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Trans-Kinematic Researcher

Unique quirk
Gym rat: yourself and nearby scientists can carry 10LB more. (20 ft/6m range)

Unique craft
hiking pack: requires a standard backpack, duct tape, soup container, and water container. grants same storage as security pack but has a slot for water and soup allowing you to "camp" by sitting down drinking a serving of both. and resting for 2x the normal value.
others learn: NA share only.
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Archotechnic Consultant
note: this is the least taken class from what I have seen so far because it is out preformed by all others. so its perk and craft are going to be a bit stronger. with a points nerf.

unique quirks
construction minded: can not destroy player placed items without a hammer. even with grenades. (basicly means unless you are point blank and aimed at them you can't destroy them, aka no accidental destruciton)

Demolition expert: crates broken open with a crowbar drop double resources.


Unique crafts
Scaffolding walls: made with rebar, cloth, and wood these walls are perfect for seperating places in bases. (is more or less a cosmetic version of the sandbag wall with a lot less durability.)
others learn: share only

wall mounted heater: a wall mounted heater, has a larger range then a normal heater. crafted with a heater, electrical scrap and a power brick.
others learn: terminal in labs.
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Phytogenetic Botanist

starting items
seeds: 1x tomato, and one potato tuber(unique none decaying potato seed.)

Unique trait
planters knowledge: can revive dead plants with antejuice.

Unique craft
crop watering tank: crafted with a water cooler, and 4 hoses, this can be "plugged" into planters to increase their water cap. holds 4k water. 1 hose per small planters 2 per medium.
others learn: terminal in labs found in space lettuce containment.

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Somatic Gastrologist

Unique quirk
pinch of salt: you can salt pan foods adding 25% more to their hunger fill and the "well salted buff" which reduces hunger gain by 5%

Unique craft
table top cooker: a single burner cooker that cooks at half the speed of any other cooking source but doesn't require power. is crafted with 2 coils, 1 pipe, and a power brick.
others learn: NA share only.

souper hat: requires a chef hat and some cloth, this hat increases cooking XP by 10% per each soup cooked in a day. upto 50% more cooking XP.
other learn: NA can't be shared. (but as a hat others can wear.)

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Paratheoretical Physicist

Unique quirk
bouncing stagger: Any thrown item has a 20% chance to stagger hit targets this increases to 30% on rubber-band balls and impact explosives.

Unique craft
weighted net: 3 nets and 1 metal scrap equals 3 weighted nets, hold small creatures for 2x as long, though can not be used as net launcher ammo. (can be used on the same things as the net launcher)

start item
2x pair of scissors
note: this instantly unlocks a new craft throwing knife which is one pair of scissors to make 2, these are a 100% reclaimable throwing item that does sharp damage.

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Defense Analyst

Unique quirk
Local security: yourself and nearby scientists take 5% less damage from all sources (20ft/6m range)

unique craft
firearm cleaning rags: made with 3 cloth, 1 oil, and 1 metal scrap. these repair a firearm completely.
other learn: Learned upon picking up cleaning rags dropped by dead soldiers.

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Summer Intern
note: only one to not get a unique craft

Unique quirk
Fresh face: you gain XP 15% faster then normal.


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Note: some of these ideas are co-op focused while others are Single player.
Last edited by A kobold; May 22, 2024 @ 2:17am
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Showing 1-10 of 10 comments
Abyssal Crow May 22, 2024 @ 1:40am 
Lab assistant : Fanny pack is too unique to just slap onto any given job and a 2 trait point left feels too extreme for what you're giving them just to have the excuse for said fanny pack. On an addition note : I feel the trait shouldn't be XP only, you're the ASSISTANT after all, why not increase various factors? Crafting speed, interaction speeds, builds, etc. You're assisting them after all. This should also work, though at probably.. I wanna say half value, on the assistant themselves, so they still benefit from in even in solo.

Epimedical : I like that the trait gives you XP for others being healed over time. The Trauma kit I feel should include either iodine or the rad-syringe since you mention it heals rads in it, probably replace the cloth fragment with them since you already have "cloth" from the 5 bandages. Trauma kit should probably be learnable but very late, likely from a terminal in security or later.

Trans-Kinematic : Trait wise, just let it also affect the job-holder too. If they're a gym rat then that means they should also be holding more stuff. Hiking bag seems like a neat idea but not entirely that useful beyond the 2x resting rate. I don't mind this being an exclusive recipe that much since its not trying to spout some ludicrous bag value, just it tries to have a niche.

Archotechnic : Same as lab assistant, I do not agree with reducing it's trait point total. I'm assuming the first trait means you just can't accidentally damage things by swinging near them, if so then that's actually a nice trait. Second trait beyond the double resources with crowbar isn't quite that useful though. Scaffolding walls depends on what you mean by them, what they look and operate like, because as it stands I'd rather not have exclusive base-building methods ever, especially with how limited and annoying it already is to get certain configurations in the game. Wall heater is cute.

Botanist : It should just be 2 set seeds, probably a tomato and potato, don't add RNG to the job's drops especially rng that can give unique resources like space lettuce. Trait's pointless as scrapping the relevant item already gives a seed back and, save for antelight, you get more than 1 item from any given crop and a +1 from agriculture perks. The watering tank is just a thing we need in general, I'd love to have a centralized water supply so I don't have to sit there and go to each planter, would be such a good QOL.

Gastrologist : Trait seems a bit weak and unnecessary, as soups are a 10 increase in hunger isn't anything to begin with to warrant as a unique trait, especially when it minuses some thirst too. It might be better if you let it also salt pan foods too while they cook, letting them get some more food value or even a buff? Table top cooker is an interesting idea but power is not only easy to come across but easy to manage currently, even on the idea of bringing it along for trips, you could also just stock food before leaving and use that inventory space for that, like for example using that slot for a soup bowl? also 10 coils, oof. Souper hat is cute.

Paratheoretical : I don't like the trait purely because a rubberband ball wouldn't be making things like a soldier or robot stagger so easily, let alone a peccary. Making this more of a universal throwing thing would be better IMO. Starting items are find, I have a suggestion for the craft though : Weighted net, its an upgraded form of the net using metal to weight it, it's stun duration is increased and can be used on the same or even more targets than the net launcher, also unlike the net launcher its an actual throwing weapon.

Defense Analyst : No removal of slow learner smh my hea- Same as before with the other traits, should affect the self too. Craft is fine though if its learned so easily it might need a resource tier up? Maybe separating Defense Analyst's recipe from the regularly acquired one might be good, so defense analyst can make cheaper gun-repairs, others have to take the more expensive option?


OVERALL : A good bunch of ideas with some tidbits that I find iffy. Goodstuff.
A kobold May 22, 2024 @ 1:59am 
Thanks for the feedback will take it in and update. Mainly going to update the lab assistent to remove fanny pack and add your idea.

And yeah I was a bit vague, on the things but those XP boosts are meant to be for the player and others. will do some editing.

no clue where the 10 coils on teh mobile cooker came from I swear I only typed 2.. oh well.

will post again when edit is done.
A kobold May 22, 2024 @ 2:11am 
ok edits done. I have added some of the feedback given msotly in wording fixes.

Though need to figure out some things on teh idea. completely redid the botanists and cooks perks though.
Last edited by A kobold; May 22, 2024 @ 2:12am
A kobold May 22, 2024 @ 9:02am 
hmm wonder if I should try and improve the medic trait.
dr46onfusion May 22, 2024 @ 10:34am 
I think Trans-Kinetic Researcher should be good with exoskeleton stuff to make carrying stuff easier, so using pipes and other materials to make a 'full suit' that is heavy to equip, but enables you to load heavier stuff and move/jump at normal speeds while under heavy load, but can't sprint.

Basically, they are good as a mule.

Makeshift exoskeleton frame - Wearable frame on top of your armor, eases the burden of heavy weight and enables the user to move normally while under extreme loads.

This makes it so even if you have 'red' or 'yellow' loads, you move at normal speeds and can regenerate stamina.

But you gain no other benefits that would fit in the full slot.
Last edited by dr46onfusion; May 22, 2024 @ 10:36am
dr46onfusion May 22, 2024 @ 10:39am 
For defense analyst, they should be good at drawing aggro, and being a tank.

This means instead of a EXP penalty, they instead draws the attention of enemies more.

Their unique benefit is having higher defensive bonus when using shields, and isn't weighed down by using shields.
A kobold May 23, 2024 @ 7:38pm 
hmm, that would make more sense especially if the soldiers prioritize defense analysts, granted it wouldn't work for single player.

As for them haivng slow learner I understand why they have it. they are the only job that isn't a scientist they are just some guy hired to guard.
A kobold May 24, 2024 @ 12:21am 
Truthfully I think we should have a few more none scientist jobs that have the forced slow learner trait.

Like

Janitorial staff

  • +2 sneak
  • +2 fortitude
  • +1 strength
  • unique starting item Mop (blunt weapon)
  • 10 usable points

Forced traitSlow learner

Unique Quirk
general maintenance: can mop up on map bloodstains(requires mops) passively repairs all buildings within 10 feet/3 meters. you also get dirty 80% slower.

Unique crafts
Mop: requires a desk leg and 2 cloth, blunt weapon with similar stats to the pipe club, can be made wet by using it with any water source, from there it can be used to clean other players/on map things. can be used to remove paints.
others learn: a mop is found near a wet floor sign, picking it up learns the craft.

Chemical stew: made by putting ethinal, acid, and oil in a soup pot, when cooked will make 2 servings of chemical stew, this can be used to add a poison to mop attacks, or be collected with vials to make "gas bombs" if drank poisons the user causing them to need to crap and dealing 25 damage to them.
others learn: just make the stew by mistake. Janitor just starts knowing how to make it.

Gas bomb: made with a vial of chemical stew, metal scrap, and a pressure gauge, these bombs do poison damage.
other learn: collecting Chemical stew with a vial.


Middle Manager
You are a people person, not a scientist, you don't even know what half the words these people say are. OR what that floating set of lungs is.

  • +3 sprinting
  • +5 stealth
  • 6 usable points
  • unique items, How to manual, Executive briefcase

Forced traitSlow learner

How to manual
Can be used to gain an instant +2 in a skill. the user picks the skill. while each person can only use it once, it has infinite uses. (aka you can only get the boost from how to manuals once no mater how many you pick up. but anyone can use them.)

Executive briefcase
a hand held briefcase that can hold 4 items, so long as it is in your hot bar you gain +4 storage spaces. note this doesn't stack so no using 2 at a time.

Unique quirk
Resource management: so long as you alive, you can highlight a specific material. all examples of this resource will glow similar to a pager if you or an ally is within 30 feet. Only middle managers can select which resource glows to all.

Unique crafts
NA, even their executive briefcase is learned by picking up a briefcase, the how to manual can be found in the office manager area.


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AS for why I think there should be more classes with slow learner, these are your hard mode classes as slow learner changes how you approach the game.
Last edited by A kobold; May 24, 2024 @ 12:24am
A kobold May 24, 2024 @ 3:55pm 
Any feedback at all on the new job ideas and perks? Got some good feedback so far but I crave more.
A kobold Jun 9, 2024 @ 1:09am 
Wonder if there are any improvements I can make to this idea set
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Date Posted: May 22, 2024 @ 12:26am
Posts: 10