Author Topic: Hiring talent  (Read 2062 times)

Offline peridot

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Hiring talent
« on: May 27, 2010, 03:16:27 AM »
One reason I usually end up taking polymath is that there are all sorts of little tasks that make me wish I had just one more skill. I come across bodies in dungeons and Main Story maps, I come across potentially valuable rocks, I want to build a robot, whatever. If I get lucky, I'll find a lancemate that has such a skill. If I'm determined I could go around hiring and then dismissing all the available mercenaries looking for one with the skill. But wouldn't it be a neat addition if you could just go out and hire someone with Medicine?

I'm proposing something along these lines: each city has some random NPC "specialists for hire". They'd have high levels in one particular skill - Medicine, say - and be expensive in proportion to the level ($100*XP to get that level maybe?). They'd have minimal other skills, in particular no particular combat skills, and they would come with no mech or armor but some skill-related equipment. You'd hire them and they'd become a normal lancemate (and require a lancemate slot) so that you'd then have access to whatever skill they had. There would be rumours in the mix ("I hear doctor so-and-so makes house calls" or "I hear professor such-and-such will do field work") letting you know about the existence of such people in each location.

This would let people who need Science just to figure out that one plot point they're curious about (what's really going on in that Venusian ship?) hire a scientist, who they'd then have to carefully protect, for the duration of one mission. You could theme the cities a little by making the best scientists available for hire at Galconde, while at Cayley there might be only level-1 scientists, and none at Tohru (say). For skills that you want around in your party, say Medicine, you could hire someone and then carefully accumulate them enough XP to raise their combat levels to something that will keep them alive.

You can sort of do this with mercenaries now, but you're buying a pig in a poke - as far as I can tell there's no way to tell what if any useful skills they'll have. It's also sort of present in the "forensic investigator for hire" option for people who don't have Insight, but that only works for skills where you can bring the object of interest in for investigation. In any case I don't think this idea would require much in the way of new game mechanics, and it would (it seems to me) alleviate the feeling of needing every skill "just in case" as well as adding flavour to the game and new tactics to the combat ("how do I keep this very fragile doctor out of combat but close enough to cure my poison?").

Offline Phil Munoz

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Re: Hiring talent
« Reply #1 on: May 27, 2010, 03:58:44 AM »
I like this idea.  I have the same reason why I always take the jack of all trades talent.

Offline Joseph Hewitt

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Re: Hiring talent
« Reply #2 on: May 27, 2010, 04:36:33 AM »
I think I mentioned something like this for the second level of the Cavalier's Club- a bunch of specialists who can be hired. However it's done it would be a good idea. I'll try to get some more specialists added for the next release.

Offline Phil Munoz

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Re: Hiring talent
« Reply #3 on: May 27, 2010, 06:47:13 AM »
I just thought I have to say that Medicine specialists should be found at hospitals...

I always play a paramedic, lately.  It's just so useful in personal scale... it's like having a cure-all.

Offline EuchreJack

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Re: Hiring talent
« Reply #4 on: May 27, 2010, 11:02:01 AM »
I'd like to see a new character added: Euchre "Jack" of All-Trades!  He can barely pilot a mecha, he's blind in one eye, but he has the "Jack of All Trades" trait!

There should also be a dog named Mr. Peabody (from Rocky & Bullwinkle) with high knowledge, low other stats, and knows all those extra brainy skills so you don't have to!

Offline IronJelly

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Re: Hiring talent
« Reply #5 on: May 27, 2010, 03:09:12 PM »
This is interesting.  If you do this, you could potentially relegate mercenaries to primarily combat skills (if they aren't already).

This should not be a catch-all for your problems and needs though.  I like that it takes up a precious lancemate slot, though I agree with the comment above that certain places should have an absence of various skills, and not all skills should be available everywhere.

It would be cool to pay someone to build me a robot.

Offline Daemonward

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Re: Hiring talent
« Reply #6 on: May 27, 2010, 05:16:52 PM »
It would be cool to pay someone to build me a robot.


Heck there should be at least be some models available in stores. I would think that Forgebots, Androbots, Sentinels, Guardbots, Workbots, Cleanbots, and Mining bots should all be commercially available wherever electronics and mecha are sold.

Offline peridot

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Re: Hiring talent
« Reply #7 on: May 27, 2010, 10:15:42 PM »
It would be cool to pay someone to build me a robot.


Heck there should be at least be some models available in stores. I would think that Forgebots, Androbots, Sentinels, Guardbots, Workbots, Cleanbots, and Mining bots should all be commercially available wherever electronics and mecha are sold.


Meh. Story-wise it makes sense, but I think it's too powerful an ability unless they're *really* expensive. A swarm of pets, even crummy pets, makes personal-scale combat pretty easy, and there's no obvious limit to how many you can get (unlike armor and weapons). But hiring someone who has the skill (or developing it yourself) then collecting all the (expensive) ingredients and getting a robot of random quality is a sufficiently clumsy process that only the most determined players will build an army of pets.

Offline peridot

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Re: Hiring talent
« Reply #8 on: May 27, 2010, 10:28:05 PM »
I think I mentioned something like this for the second level of the Cavalier's Club- a bunch of specialists who can be hired. However it's done it would be a good idea. I'll try to get some more specialists added for the next release.


I'm usually in favour of one stop shopping, but I think I prefer the idea of mixing these people into the population - it means you can have more of them, so that together they can cover all interesting skills, and so that they can be available with many different skill levels. It also means more interesting rumours in the mix, as you find these people, and it means that you're not completely stuck if you get the one scientist killed in a dungeon (though you should be hesitant to risk the one hirable level-10 scientist). Putting them in the Cavalier club also doesn't let players think "hmm, I need a thug to intimidate this shopkeeper, I should go to Theles".

Once these people are available, it becomes possible to add content that's only accessible with (say) level-10 conversation, because you can hire a hostage negotiator and smuggle them into the standoff to talk to the terrorist leader.

Offline plllizzz

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Re: Hiring talent
« Reply #9 on: May 28, 2010, 02:47:42 AM »
I think the level of abilities and the level of specialization should depend on the location, too

For exampe, at some wealthy spinner you can find a very specialized [ability 10+] cyberdocs, medics, etc. but most of them will be fragile like a Ming vase

but at some pirate cove, you'll find only rough ship-docs, knowing how to kick some ass [higher combat skills], but better with amputations than complicated surgeries