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Found 5 results

  1. [DISCLAIMER] I didn't play with Hydrocraft (far way too many things in it for my taste), so some ideas may be alrdy existing in this mod.[/DISCLAIMER] Some suggestions to help this skill to get more lüv. Frankly, i'm not sure that any of these suggestions isn't more of bug report or highlighting some broken/unfinished business. If that's the case, fixes could sincerely be welcomed and appreciated 1) Experience on ALL recipes tied to Electricity (at least in the craft menu) So far, only dismantle (mainly radio, talkie, TV and some others) and making radio/talkie g
  2. So I'm thinking of a trait (Or set of traits) that give certain skills a boost to Xp gain. Like each one would give a person a +10% experience boost (or more) in a different skill, but doesn't grant any levels in it. It would be cheaper than the skill level ones, because it doesn't grant any actual 'knowledge'/ It could be done one of two ways (that I can think of anyways) : 1. It is free, but only one can be chosen (Each is mutually exclusive) 2. It starts low, but each skill bought after the first increases in price.
  3. Maybe instead of gaining experience for sprinting when your character reaches max speed/slows down from sprinting, make it so you get a very minute amount for each step (say around 10-25 steps=1 exp for sprinting). Any title with a colon after is an idea for a listed trait/job/skill. It was a bait. There were 12 ideas in the title, but 17 now that I recount. *sighs* hey, why do I only have 3 bullets for my 9mm pistol? +17 Ideas: Flowing Motion: Moving will gradually accelerate your speed (say +1% exponentially, up to a max of 110%-125%)Jogger: Removes your ability to sprint but, instead gain
  4. I've been keeping a close eye on the level up system and the way XP increases with time and felt it needed a bit of balancing. Feel free to argue the points; 1) XP should increase faster. At the moment I'm getting to a point where I have loads of skills waiting to increase a level but I'm struggling to gather enough XP for a new level. Obviously the choice of skills we select should be tactical but I would have to survive for years at the moment to get a skill to level 10. 2) Some skills will never max out because there is simply not enough stuff available to achieve that. There's very lit
  5. I was reading through a topic in General Discussion and it got me thinking about how some players seem to dislike the pure rogue-like nature of the game, and how they want to have something to work towards. Is there the possibility for some sort of bonuses within the same world if you start a new character there after you die to give progression-minded players something to strive for? As it goes currently, if you die in the world and start a new character in the same world, that character is a blank slate as though they've been completely unaffected by the world. It's like every new characte
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