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> Down in the Gutter, Planning a Long Term Gang Campaign
WinterRat1
post Jun 15 2007, 06:48 AM
Post #1426


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Pragma - It's intentional. Your analysis should really read:

QUOTE
Karma cost = desired skill group rating * 10 = 10*DR
vs.
Karma cost = desired skill rating * 2 karma/skill point * 3 skills = 6*DR

Time = DR * 10 karma/point * 3 hours/karma = 30 * DR
vs.
Time = DR * 2 karma/point * 5 hours/karma * 3 skills = 30 * DR


and

QUOTE
Karma cost = desired skill group rating * 10 = 10*DR
vs.
Karma cost = desired skill rating * 2 karma/skill point * 4 skills = 8*DR

Time = DR * 10 karma/point * 3 hours/karma = 30 * DR
vs.
Time = DR * 2 karma/point * 5 hours/karma * 4 skills = 40 * DR


Clearly for a skill group of 3 skills it's more advantageous to raise each skill individually due to the karma savings, whereas with a skill group of 4 skills it depends whether you'd rather save karma or training time.

However, what the analysis does not take into account is the preexisting character build. Obviously if you already have a skill group of 3, then you have a choice to make with respects to splitting the group up. Still, in the long haul it's probably easier to keep the group intact, especially if you never plan on specializing because it's faster and you get the benefit all at once as opposed to piecemeal. But if you have three different skills at say 4, 1, and 0, then you are probably better off raising each individually.

Certain builds will be better off raising the group, others will be better off going individual skills. It depends on the design of the starting build and the intent to which the player seeks development. In the final accounting, it's close enough that neither decision is unfairly penalized. Just a few thoughts.

Beyond that though, there are no plans to change the development guidelines unless we see statistical evidence demonstrating they are actually broken.
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Abbandon
post Jun 15 2007, 07:28 AM
Post #1427


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@Meriss Might I suggest that maybe Ink was inspired by a sim/trid/vid Fool let him borrow or played for him/the whole gang.

Fool does not curently have any normal movies right now which is a bit stupid with his history but later on he plans to. So like anything that would be in a movie could be fair game as far as gaining knowledge about a skill.

irl i've never heard of escrima, is that like what rambo was doing in #2 at the beginning when he was fighting for money?

@WR1 I accept the anti pvp rules(and did from the beginning) but just one last point.

PC C/D retaliation IS the kind of thing that there are rules about. Usually being outlawed or having to ask for permission. Breaking those rules usually gets C/D family members killed or lives ruined or them personally killed because you cant have chaos in a gang. So self preservation is what would keep other people from getting involved and PC C/D would let it drop, unless whoever killed their friend screwed up later down the road in which case they would be quick to remind the boss about how the survivor killed their friend, their latest screw up and ask to take care of the problem again.

Atleast thats how organized crime worked. Probably the same way with gangs since they dont need chaos either.
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WinterRat1
post Jun 15 2007, 07:55 AM
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Abbandon - As I stated earlier, there are many good arguments for both sides of the issue, and you raise yet another. I can see how your point would possibly provide a mechanism to allow for controlled PvP. Nonetheless, we will continue with our stated policy for the time being.

Heh, perhaps another day, in another game, I will attempt a 'hardcore' gang game a la Hardcore Diablo II. But today is not that day, and DITG is not that game. And I'm not even going to think about the magnitude of such an endeavor right now. :)
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Unarmed
post Jun 15 2007, 04:32 PM
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@WR1, et al.

I completely understand the decision to disallow PvP character death in this game. It does kind of open a big can of worms that would be difficult to deal with at times, and since not everyone is comfortable with character death it's better to play it safe.

While I do see appropriate character death as a side-effect of roleplaying, and I do see PvP as appropriate character death in this game, I have put a lot of work into Doc and would like to see him live for at least a little while. =)
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Meriss
post Jun 15 2007, 06:07 PM
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@Abbandon: Escrima link here wikipedia is a wonderful thing neh? Now that I think about it more alertly, (Mental note, reserve hardcore thinking for daytime) there is prolly a Matrix version of wikipedia. So a decent Browse test, or a quick chat with Felix would get most of us the info on skills we want to learn. Then we just hit the matrix for a decent AR or VR trainer and we're in biz.
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WinterRat1
post Jun 15 2007, 06:54 PM
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Unarmed - No no no. We're definitely not disallowing character death.

We're disallowing character death as a result of PvP.

There will almost undoubtedly be character death eventually. That's why we have the Character Death Guideline! :)
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Unarmed
post Jun 15 2007, 07:07 PM
Post #1432


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QUOTE (WinterRat1)
Unarmed - No no no. We're definitely not disallowing character death.

We're disallowing character death as a result of PvP.

There will almost undoubtedly be character death eventually. That's why we have the Character Death Guideline! :)

Oh, I know, I'm just saying that that's one less situation where I have to worry about character death. There are still the many ways you GMs can kill us off. =)
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Konsaki
post Jun 15 2007, 08:26 PM
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I'll tell you right now, even though we've been talking and joking about all the ways we can and will kill your characters, you wont have to worry about that too much at game start.
As long as you dont do anything stupid, you should survive the morning fine. Though, nothing is set in stone... ;)
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Cedric Rolfsson
post Jun 15 2007, 09:22 PM
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Can one of you Wiki-Gods please make the following corrections to Jaya Character Sheet?

Negative Quality add
-10 bp Simsense Vertigo

Active Skill
Dodge(Melee) 6 bp

Contacts C2/L2
Guru DenHoed Human/Male 60 year old Adept, pentjak silat expert who is living the life of a reclusive hermit puttering through his garden. He's got lots of life experience and view Jaya as a vessel to pass on his Art.
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Vegas
post Jun 15 2007, 09:25 PM
Post #1435


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Cedric,

I'm on it

EDIT: Jaya's done :)
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WinterRat1
post Jun 15 2007, 11:25 PM
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Down in the Gutter has officially began. The IC and OOC threads are up and ready to roll.

A big THANK YOU to everyone who has helped with the planning in this thread, and will be continuing to help with the game moving forward. This would not have happened without all your hard work and contributions, and the game will not survive without your continued support.

Thank you again to everyone for the enthusiasm, interest, encouragement, support, and assistance, and the GM Staff is looking forward to playing with all of you. See you in the game! :)

All the best,
The DITG Staff
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Abbandon
post Jun 15 2007, 11:48 PM
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This thing is such a beast!! Woo Hoo!!
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DireRadiant
post Jun 16 2007, 12:21 AM
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Err, now I have to look at the map! Geez!

Is it really midnight for the opening scene? SO dark?
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DireRadiant
post Jun 16 2007, 12:32 AM
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Ok, if I've read this right, Tootles can continue south and pass the Losky Destry Clinic and head towards the Treaty Bus at Corner 124th and 144th? Rolls?

Awesome map BTW!

Now I can just imagine a real time updating map with PC icons moving around and WR1 standing over with a maniacal glowing face lit by the map board lights.
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