Tinkering/Artificing skill trees

Discussion in 'Skills and Combat' started by redfish, Feb 1, 2017.

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  1. redfish

    redfish Avatar

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    We now have shock monkeys (!), and I was thinking how the game could handle a "Tinker" class -- my idea being it should be made into somewhat of a clockpunk analogy to the rigger/deckers in a cyberpunk game like Shadowrun.

    For those unfamiliar, riggers in Shadowrun can control vehicles and drones, and hack into drones and turn them to their control. The obvious equivalent in SotA are clockpunk creatures and automata. Deckers can enter cyberspace and deploy programs in the virtual environment. Its not clear what the equivalent in SotA would be, but its good to keep in mind.

    So, at any rate, you would have an Adventuring skill tree called "Tinkering", grouped under Strategy. Some of the skill line would be similar to those in the Taming tree, although applied to clockwork creatures. You would be able to disable them -- temporarily, with the duration and success based on skill level -- repair them, and hack them to gain control of them and turn them into a pet. Additionally, the Tinkering tree could have skills to disarm and deploy traps, and have a passive skill to increase success in Lockpicking, to make the skill tree a useful crossover for players also specializing in Subterfuge.

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    The reason I separated "hacking" and "control" in this skill tree is because I was imagining not PvE, but PvP with two players battling each other with clockwork combat pets. It would be fun to be able to gain control over the player's automaton -- however, stealing it permanently would be an extra step. You could also imagine there be some type of "Firewall" skill, or clockwork enhancement, that would resist take-over attempts. Anyway, the reason this would typically work is you'd first disable, then hack, then gain master control, in that order.

    The creative side of the Tinker would be spun off into a Crafting skill tree called "Artificing", which would be a production skill. This would be for creating mechanical contraptions. Masterwork would be in traps, locks, and automata. The separation of Tinkering and Artificing would be justified by the idea that not all hackers can skillfully create clockwork, and not all creators of clockwork can skillfully hack them.

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    Of course, there's also the question of what makes an automaton work !

    It might be a soul gem or soul prism, like in Serpent Isle, which forms as its heart. These would be created through Alchemy, and then given by the Alchemist to the Tinker/Artificer. A soul prism would be needed to create a clockwork creature. Possibly, a new soul prism would be needed to gain "master control" over an existing clockwork creature and turn it to your side.
     
    Last edited: Feb 1, 2017
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  2. thesometimeslurker

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    Here are some automaton pet ideas:

    Small Watcher: Deals low shock damage and has low health and resist. However, will mark its current target, causing them to take more damage and dodge less. Flying variant resistant to rooting, crawling variant has better dodge chance.
    Monkey Automaton: Possesses great CC potential with alternate jump and shock attacks, decent health and great damage.
    Obelisk: As the small obelisks in Mysterious Swamp, immobile, large amount of damage resist and generates one type of buff constantly (though to a much lesser extent). Can be "picked up" by the owner to move it, or will despawn once its owner reaches a certain distance.
    Clockwork Wyvern:
    Basiscally the clockwork dragon scaled down.
    Large Watcher: May blind target, slightly above average in all stats. Flying variant resistant to rooting and deals more damage, but has less health. Crawling variant has better health and damage resist, but lower damage.

    What do you think?
     
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