Replicant Balance Issues

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Replicant Balance Issues

Post  Admin on Wed Apr 11, 2012 11:51 pm

Replicants are incredibly overpowered in this campaign. I think this is because they were originally created to cost an amount of money that would stop players from acquiring them, but not so much as to make them never appear. The Oracle campaign obviously shifts the cost vs benefit thing a long way in a different direction.
The problem I have from a GM point of view is that a player can easily acquire replicants that completely change how missions and events need to be built. For example, the combat replicant has the following trainings: assasinate, dual weapons (pistol), hacking, jury rigging, powered melee, surveillance and survival.
For a player to have all these trainings it would take a long time to pick them up, but with a replicant you can simply buy a 100% obedient tool that all ready has them all and have them follow you around. Instant character capability growth in return for credits.
Currently, replicants are only available from Gemini and some black market dealers, so people might not be buying them much in the near future. However, I am going to nerf them heavily, and this will apply to replicants that have all ready been bought.

Combat Replicants
These are having their trainings and skills reduced to reflect that they are built for one of two purposes; war or body guard duty. They will also get their A.I level reduced to make them less able to function without direct orders.
Stat changes:
A.I level: 5

Skills:
Assess Tech: 2
Attitude: 2
Athletics: 8
Close Combat: 8
Computers & A.I: 4
Corp Knowledge: 2
Crime: 2
Cybernetics & Robotics: 3 (8 when repairing themselves)
Drive: 5
Heavy Firearms: 5
Light Firearms: 8
Mechtronics: 5
Medicine: 3
Observation: 6
Pilot: 4
Science: 0
Stealth: 6
Street Culture: 0
Support Weapons: 6
Tactical Firearms: 8

Trainings: You may select two from the following list when you buy the replicant
Mastered Weapon
Dual Weapon Fighting
Combat Pilot
Combat Driver
Thrown Weapons
Restrain
Powered Melee
Unarmed Combat


Last edited by Admin on Tue Apr 17, 2012 2:32 pm; edited 1 time in total

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Muse Replicants

Post  Admin on Thu Apr 12, 2012 12:03 am

Muse Replicants
Muse replicants are also being nerfed. These replicants are used to interact with people in a variety of ways and perform important work that an owner needs total trust for. They are better at blending in with humans and can be hard to spot if they conceal themselves with make up, masks, holograms etc.

Stats: A.I reduced to 6

Skills
Arts & Culture: 8
Assess Tech: 2
Athletics: 6
Attitude: 6
Business: 5
Close Combat: 4
Computers & A.I: 5
Corp Knowledge: 6
Cybernetics & Robotics: 2 (8 when repairing themselves)
Drive: 6
Light firearms: 2
Looking Good: 8
Mechtronics: 2
Medicine: 4
Observation: 6
Pilot: 6
Science: 0
Stealth: 4
Street Culture: 4

Trainings: Domestic Trade. Your replicant comes programmed for a specific task such as business management.

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