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Because ATM there really isn't a reason to choose anything besides Intern so you can choose more traits that are actually unique like Fanny Pack.
Lab Assistant: Starting with 10 trails points is pretty great so I would say his inherent trait shoud be a good utility that helps him and anyone he parties with.
Trait: Step and Fetch - Gains extra carry weight with each level of strength compared to other classes. Stacks with Buff Brainiac.
Trait: Strong Back - Slowed down less when critically overloaded.
Epimedical Bionomicist: Medic is honestly ridiculously weak and should be given something very effective, otherwise it's just not worth taking.
Trait: Hippocrates' Oath - All medical treatments given by this character heal additional health over time, especially bandages.
Trait: Hypocrite's Oath - Sharp Melee has a much higher chance to cause bleeding.
Trans-Kinematic Researcher: Smashy boy smash but maybe make him smash gooder?
Trait: Percussive Maintenance - Strength Trait both increases HP and Blunt Weapon damage, as well as carry weight.
Archotechnic Consultant: Everyone will outstrip this class completely by the time the office is all done with. He needs something more.
Trait: Never Leave Home Without It: Has a special hotbar slot for a multitool that cannot be dropped or lost. It acts like a slightly slower screwdriver. Is capable of building certain fortifications and structures without needing a Crafting Station.
Phytogenetic Botanist: I personally love this class, but botany has always felt super optional, and starting with the basic planter recipes is 100% worthless.
Trait: Green Thumb: Can plant and care for certain plants that other classes cannot.
Trait: Feed Me, Seymour: Plants tended to by this character are hardier and can go much longer without water.
Somatic Gastrologist: Cooking is another skill that is eventually just maxed out by everyone given time, which is fine, but cook really needs to stand out more.
Trait: Nutrition Expert - All food cooked by this character improves health and stamina regen. The better the food, the better the regen.
Trait: Butcher - Has a much better chance to cut corpses up for food. Starts with a hotbar slot with a butcher knife in it that can't be lost, but also can't be crafted into anything else.
Paratheoretical Physicist: He's a fun crafty guy who makes neat things, and we should support and encourage this. Make him THE guy who should do the team's bulk crafting.
Trait: Efficiency - Has a chance to be refunded simple/scrap materials every time he crafts an item.
Defense Analyst: Baked in Slow Learner is a big disadvantage, but let's work with it instead of try to replace it. Defense Consultant's job is to take a beating, and he should be able to turn those cheap batons and ragged old security armor into something worth his time.
Trait: Security Credentials - Starts with gear that has it's own line of durable, effective upgrades that only the owner can use. If the gear is lost, a new set can be acquired from Warren.
Summer Intern: Raise Trait Points to 12 to 14, Start with a negative trait, something that holds him back in the early game to make it more challenging, but can and will be outgrown.
Trait: Fresh Face - If a skill is under level 5, it develops 35% slower. Wrinky Brainmeat and Slow Learner do not take effect while Fresh Face is suppressing growth. Fresh Face does not affect fitness related skills like Strength, Sprinting, and Fortitude.
The botinist knows how to make garden plots right off the bat, granted they should really start with some seeds (like a potato and tomato).
and the security guard starts with a beat stick, vest, and helmet. (granted they should start with a pistol and 1 mag of ammo as well just because it fits.)
note in () are suggestions.
Consequently, this means that everything the jobs currently give need to be available for Intern players. Some possibilities for how to do that:
- Allow players to trade job points for skill bonuses, probably +2 skill points per 1 job point. As mentioned, this would currently be useless, but that's because skill bonuses are essentially just free XP. If they instead functioned as flat bonuses, it would mean you skip the most XP-intensive levels. (So for example, a +2 to Accuracy would mean you reach the max level of 12 with the same amount of XP that other characters need to reach level 10.)
- Attach more skill bonuses and starting items to traits that don't already have them, preferably with the same XP-reducing mechanic as above.
- Give players a set number of skill points to distribute alongside trait points, and automatically grant starting items based on initial skill values.
- Add more of the "just better at skill X" traits, like Hobbyist Chef or Decathalon.
And finally, these changes will make it pretty much necessary to give players some way of respeccing their character. I'm sure we can figure out something with Tesla coils, vintage chairs, computation bricks, and reinforced hoses, probably using human brains as fuel.