Editing Procyon's Guide to Character Management

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 15: Line 15:
# Earn a much needed profit
# Earn a much needed profit


If your goal for this event is simply to "have fun", you might think twice about using your best character in a poorly planned, dangerous mission. Perhaps a new recruit might be appropriate in this instance.
If your goal for this event is simply to "have fun", you might think twice about using your best character in poorly planned, dangerous mission. Perhaps a new recruit might be appropriate in this instance.


== Types of Events ==
== Types of Events ==
Line 23: Line 23:
=== In Town Events ===
=== In Town Events ===


These events include Races, Death Races, Combats, and pedestrian events.  They come in a couple different flavors: Leagues, Pro events and standard.  The main thing we can hope to achieve in these events is income, fun, character training and recognition.  The income is fairly small, as is the training, and we are not going to be training scouting, first-aid or mechanics here.  Therefore, unless the '''fun''' factor or notoriety goals are paramount, we should probably reserve these events for lower level recruits or specialized squads designed solely for these events.  Risking our top scout in a Death Race is probably not the wisest decision.
These events include Races, Deathraces, Combats, and pedestrian events.  They come in a couple different flavors: Leagues, Pro events and standard.  The main thing we can hope to achieve in these events is income, fun, character training and recognition.  The income is fairly small, as is the training, and we are not going to be training scouting, first-aid or mechanics here.  Therefore, unless the '''fun''' factor or notoriety goals are paramount, we should probably reserve these events for lower level recruits or specialized squads designed solely for these events.  Risking our top scout in a deathrace is probably not the wisest decision.


My main focus for these events is leagues and ladders, since they have the greatest return, if only in recognition.  I allocate dedicated racer, death racer and handgunner squads for Race, Death Race and pedestrian leagues, use my scouting squads for combat leagues.  My Death Race league characters are normally made up of my permanently injured characters who are missing an eye or a limb, since the mortality rate in such events tends to be very high.
My main focus for these events is leagues and ladders, since they have the greatest return, if only in recognition.  I allocate dedicated racer, deathracer and handgunner squads for race, deathrace and pedestrian leagues, use my scouting squads for combat leagues.  My deathrace league characters are normally made up of my permanently injured characters who are missing an eye or a limb, since the mortality rate in such events tends to be very high.


=== Scouts ===
=== Scouts ===
Line 37: Line 37:


== Basic Equipment ==
== Basic Equipment ==
You '''will''' have to walk home one day.  The pirates have looted your vehicles and sent your characters roaming in the wilderness.  Unarmed, this situation is certain death for all involved.  Even a single unarmed character in your foot-squad can mean death for the entire squad as you may not have the time to react to the onslaught of beasties that roam the wilderness in search of fresh ganger flesh to nibble on.
You '''will''' have to walk home one day.  The pirates have looted your vehicles and sent your characters roaming in the wilderness.  Unarmed, this situation is certain death for all involved.  Even a single unarmed character in your footsquad can mean death for the entire squad as you may not have the time to react to the onslaught of beasties that roam the wilderness in search of fresh ganger flesh to nibble on.


The Rifle is your best defense.  Every single character should have a Rifle.  beyond that, experiment to your hearts content.  The Rifle is the most versatile weapon a pedestrian has and is a good defense against anything that might threaten your naked pedestrian.  Don't leave home without one on every character.  Rifles can be purchased occasionally in the market in Somerset either with or without hero points, but likely you will need to buy some from other players to get a reasonable supply. ''Triferus: Although useless against vehicle armor, Shotguns are quite effective against most critters and can be a less expensive alternative when funds are tight. More information can be found under [[Pedestrian Weapons]].''
The rifle is your best defense.  Every single character should have a rifle.  beyond that, experiment to your hearts content.  The rifle is the most versatile weapon a pedestrian has and is a good defense against anything that might threaten your naked pedestrian.  Don't leave home without one on every character.  The rifles can be purchased occasionally in the market in Somerset either with or without hero points, but likely you will need to buy some from other players to get a reasonable supply.


== Tactics in Events ==
== Tactics in Events ==
Line 64: Line 64:
The primary difference between faculty members and other gang members is the specialisms they choose. All faculty chooses "Eye of the Hurricane" as their courage specialism, to help them train courage in the new recruits.
The primary difference between faculty members and other gang members is the specialisms they choose. All faculty chooses "Eye of the Hurricane" as their courage specialism, to help them train courage in the new recruits.


Mechanics form the backbone of the ganger school, being in this system the longest lived characters with the safest jobs.  When a faculty mechanic reaches a level 100 leadership, he will specialize in "motivator" and will go into temporary retirement and is replaced via a promotion as described below. Since a motivator aids in the training of '''all''' skills in the town they reside in, they are extremely valuable to have in every town where you have a contingent of gang members. Since mechanics are the only skill which has other passive qualities, the mechanic is chosen to specialize as the motivators for the gang.  Motivator Mechanics, during retirement, continue to train mechanics until they cap, and choose the only specialty which they can use while participating in no events: Engine Tuning.
Mechanics form the backbone of the ganger school, being in this system the longest lived characters with the safest jobs.  When a faculty mechanic reaches a level 100 leadership, he will specialize in "motivator" and will go into temporary retirement and is replaced via a promotion as described below. Since a motivator aids in the training of '''all''' skills in the town they reside in, they are extremely valuable to have in every town where you have a contingent of gang members. Since mechanics are the only skill which has other passive qualities, the mechanic is chosen to specialize as the motivators for the gang.  Motivator Mechanics, during retirement, continue to train mechanics until they cap, and choose the only specialty which they can use while participating in no events: Engine Tuning.  Once a motivator has capped their mechanic skill, they will train First aid to 100, then Scouting to 100, as since they will be likely surviving for a long, long time, they will very likely become mentors at the age of 36 and add even more to the rapid training in any skill they have over 100 in.


Scouting faculty members, upon reaching a leadership skill of 100, specialize in recruiter.  Since only a single recruiter is useful game-wide, this job naturally falls to the faculty scout.
Scouting faculty members, upon reaching a leadership skill of 100, specialize in recruiter.  Since only a single recruiter is useful game-wide, this job naturally falls to the faculty scout.
Line 78: Line 78:


== Promotions ==
== Promotions ==
In Somerset, if any of my scouts or mechanics gain a higher leadership skill than my faculty members, which is '''below''' 100, they are promoted to faculty and the faculty member becomes a scouting member.  Above 100, the faculty member has already been specialized, so they have achieved job security.  A faculty member Mechanic also gains job security when their Mechanic skill has reached 50, since they will eventually be motivators and they have trained engine tuning, a specialism that is not needed in scouting squads.  If any squad medic achieves a leadership level higher then the faculty medic, they get promoted to faculty medic regardless of the leadership level of the faculty medic.  This is because both field and faculty medics take "combat psychologist" as their leadership specialization, so there is no discrepancy.  Promoting the higher level leaders to faculty helps keep the new recruits leadership level down to allow motivators to continue to be trained.
In Somerset, if any of my scouts or mechanics gain a higher leadership skill than my faculty members, which is '''below''' 100, they are promoted to faculty and the faculty member becomes a scouting member.  Above 100, the faculty member has already been specialized, so they have achieved job security.  A faculty member Mechanic also gains job security when their Mechanic skill has reached 50.  If any squad medic achieves a leadership level higher then the faculty medic, they get promoted to faculty medic regardless of the leadership level of the faculty medic.  This is because both field and faculty medics take "combat psychologist" as their leadership specialization, so there is no discrepancy.  Promoting the higher level leaders to faculty helps keep the new recruits leadership level down to allow motivators to continue to be trained.


There are also promotions between squads.  My 'A' squad is always composed of my best scout and my best medic.  My 'B' Squad is always composed of my second best scout, and my second best medic, and likewise for the rest of my squads.  
There are also promotions between squads.  My 'A' squad is always composed of my best scout and my best medic.  My 'B' Squad is always composed of my second best scout, and my second best medic, and likewise for the rest of my squads.  
Line 84: Line 84:
Mechanics are a bit different in how they are promoted.  Scouting mechanics have 2 very useful specializations; salvaging and jury rigging.  My "odd" squads only contain jury rigging mechanics, and my "even" squads only contain salvagers. Since I will normally send out 2 squads on a scout, this ensures that I have a top notch jury rigger and a top notch salvager in the event, and I do not have to split the specialization between the 2 skills resulting in a lower overall level of specialization.  Promotions therefore of mechanics once they have achieved a level of 50 are only between even or odd squads.
Mechanics are a bit different in how they are promoted.  Scouting mechanics have 2 very useful specializations; salvaging and jury rigging.  My "odd" squads only contain jury rigging mechanics, and my "even" squads only contain salvagers. Since I will normally send out 2 squads on a scout, this ensures that I have a top notch jury rigger and a top notch salvager in the event, and I do not have to split the specialization between the 2 skills resulting in a lower overall level of specialization.  Promotions therefore of mechanics once they have achieved a level of 50 are only between even or odd squads.


Sometimes a character caps their primary skill very low. In these cases, the ganger will likely end up being passed in skill level by the characters below them. When I find a capped character has been demoted back to Somerset, I will decide to use them for another purpose, such as PvP events.
Sometimes a character caps their primary skill very low. In these cases, the ganger will likely end up being passed in skill level by the characters below them. When I find a capped character has been demoted back to Somerset, I will choose another specialty for them and place them back in ganger school as this new specialty. These cross-trained characters will often be my most powerful, as they have been through ganger school twice so they have developed higher than normal weapons skills as well as having a moderate skill level in their old profession.


== Character Selection for Events ==
== Character Selection for Events ==
Line 113: Line 113:


* For Gateway I require a scout of level 75, and gunnery skills of 50.
* For Gateway I require a scout of level 75, and gunnery skills of 50.
* For Sarsfield and Texan I require a scout of level 100 and gunnery skills of 75.
* For Sarsfield and Texan I require a scout of level 100 and gunnery skills of 60.
* For the other towns, I require a scout of level 125 and gunnery skills of 100.
* For the other towns, I require a scout of level 125 and gunnery skills of 70.


In each case, I ensure a motivator is available to move with the squads into the new town and replacement squads of the appropriate skill level are available in the old town.  By delaying my move until '''all''' of these requirements are met both aids in the survivability of my characters in their new town, and delays my move allowing for additional training time above and beyond the minimum requirements of my squads.  For example, if my replacement squads 'C' and 'D' are not ready to move into Elmsfield when my 'A' and 'B' squads are ready to move into Gateway, delaying my move until my 'C' and 'D' squads are ready gives my 'A' and 'B' squad more training in Elmsfield where the risk is lower, increasing their survivability and curbing my natural impulsiveness.
In each case, I ensure a motivator is available to move with the squads into the new town and replacement squads of the appropriate skill level are available in the old town.  By delaying my move until '''all''' of these requirements are met both aids in the survivability of my characters in their new town, and delays my move allowing for additional training time above and beyond the minimum requirements of my squads.  For example, if my replacement squads 'C' and 'D' are not ready to move into Elmsfield when my 'A' and 'B' squads are ready to move into Gateway, delaying my move until my 'C' and 'D' squads are ready gives my 'A' and 'B' squad more training in Elmsfield where the risk is lower, increasing their survivability and curbing my natural impulsiveness.
Line 130: Line 130:
Drug addictions in Somerset are ignored, as the gang member is not yet skilled enough to warrant a trip to Elmsfield.  However, if a drug addiction develops further out in the frontier, the addict is moved to Elmsfield to undergo rehabilitation, where they take the place of the character in Elmsfield who is getting promoted to fill their open position. For this reason, I always maintain scouting squads in Elmsfield, even though I may choose not to have a presence in some other towns.  Since I will consistently be cycling addicts to Elmsfield, I want the addicts to have something to do in between AA meetings rather than just be dead weight on the gang.
Drug addictions in Somerset are ignored, as the gang member is not yet skilled enough to warrant a trip to Elmsfield.  However, if a drug addiction develops further out in the frontier, the addict is moved to Elmsfield to undergo rehabilitation, where they take the place of the character in Elmsfield who is getting promoted to fill their open position. For this reason, I always maintain scouting squads in Elmsfield, even though I may choose not to have a presence in some other towns.  Since I will consistently be cycling addicts to Elmsfield, I want the addicts to have something to do in between AA meetings rather than just be dead weight on the gang.


Characters who lose a limb or an eye are treated as characters 10%, 15% or 25% less skilled as they otherwise were.  If they are no longer qualified for their position, or another character can fill their position at a higher effective skill, they become dedicated death racers or camp mechanics.
Characters who lose a limb or an eye are treated as characters 10%, 15% or 25% less skilled as they otherwise were.  If they are no longer qualified for their position, or another character can fill their position at a higher effective skill, they become dedicated deathracers or camp mechanics.


When a character becomes capped in their primary skill, it is time to learn a secondary one.  For scouting squad mechanics and medics, I choose to train their lowest level gunnery skill, which will probably be ballistics or handguns.  In the case of scouts, I train driving before gunnery skills, since they are typically the ones behind the wheel.
When a character becomes capped in their primary skill, it is time to learn a secondary one.  For scouting squad mechanics and medics, I choose to train their lowest level gunnery skill, which will probably be ballistics or handguns.  In the case of scouts, I train driving before gunnery skills, since they are typically the ones behind the wheel.
Please note that all contributions to Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Wiki:Copyrights for details). Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)