CP Benefits

Discussion in 'NOTD Discussion' started by Hongbearr, May 1, 2012.

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  1. Hongbearr

    Hongbearr New Member

    How about: create a system with two levels of specializations

    Rifle: Lvl 1=+10 shield and life Lvl 2=+25 shield and life
    Medic: Lvl 1=+25 energy and Lvl 2=+50 energy and +0.15 energy/shield regen
    Assault/Flamer/Tech: Lvl 1=+25 life Lvl 2=+50 life and +0.2 health regen
    Recon: Lvl 1=+2% MS Lvl 2=+5% MS
    MM: Lvl 1=+5% chance to critical Lvl 2=+10% chance to critical and +10% critical damage
    Demo/Fo/Chem: Lvl 1=+20 shields Lvl 2=+50 shields and +1 shield armor
    Engie/Path: Lvl 1=-10% ability cooldown time Lvl 2=-25% ability cooldown time
    Commando/PO: Lvl 1=+5% weapon damange Lvl 2=+10% weapon damange and +1 weapon range

    The level mentioned above are determined by class points. CPs are issued through wins just as before, and 10 CPs are needed for level 1 specialization, 20 for level 2. Furthermore, the following restrictions apply:

    * CP > 10 must be earned through nightmare wins. In vet/recruit mode, no CPs will be issued for any class with more than 10 CP points.
    * There will be no CP decay if the player has no specializations.
    * If the player has one or two specialization, each time a CP is earned in the specialized class, there will be a 25% chance of decay in each non-specialized classes. There will be no decay in the specialized classes when CPs are earned for non-specialized classes.
    * If the player has two specializations and earns a CP in the non-specialized class, and if that CP gain bumps the players into having three specializations, there will be a 100% chance that the player will lose all CP points in one of the specialized classes. In effect, the maximum specialization is two classes.

    I'm open to criticism but if you want to flame me, please PM me instead of posting in the forum.

    Thank you
  2. Pyromaniac

    Pyromaniac Well-Known Member

    Hmm... constructive criticism only?

    Here goes...

    +0.2 on Tech might be... not very useful
    +50 shields +1 shield armor on Chem... not very useful
    +1 range on Mando... might be a bit strong
  3. Kith
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    Kith NOTD Staff: Anti-Fun Wizard Skeleton

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  4. Blaqk
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