jack1974 wrote:So coder come up with an interesting idea, and after some careful thinking I found a way that could be integrated into the game level up system.
As you know (or maybe not, I don't remember anymore if I already posted about this), there are 12 skills, 4 x 3 areas of interests.
1) There are the Weapon Skills: Light Weapons, Heavy Weapons, Energy Weapons, Sniper Weapons
2) There are the Attribute Skills: Strength, Dexterity, Endurance, Psionic
3) And lastly, there are the Personal Skills: Charisma, Science, Medicine, Sabotage
abnaxus wrote:I would call "Psionic" "Willpower" or "Mental power" in the attributes, and put "Charisma" as an attribute as well.
abnaxus wrote:I would also separate "attributes" from "skills" completely and have the player determine the attributes upon character creation (and make them very hard to raise, i.e. by training only or as special quest rewards). And higher value of certain attributes would lead to higher value in certain skills (for example high Mental Power giving boost to medicine/sabotage, high dexterity giving boost to chance-to-hit and dodge, etc.).
abnaxus wrote:As for character development, either manual skill insertion each level or character skill tree is fine by me (I've seen both in many RPGs); either character development system can be accompanied by choosing a perk every two or three levels.
Anima wrote:There is something though that bothers me with the current skills. Four of our eight skills are weapon skills. The chance that only raising one of them per character is the best strategy is pretty high, maybe even certain. That leaves us with only 5 skills or in other words 125 empty points, if we have 90 points to distribute plus starting points...
If we add that some characters have no need for the Psionic skill, this gets down to 90 points for 100 possible. Actually some classes may even be able to max out those four skills since they have something like 10 starting points in these skills.
The end result would be very similar builds.
While we certainly could simply reduce the amount of points per level the problem with only 4 sensible skills per character remains.
A different option would be to include the other four skills into the combat skill total. But that has different repercussions. If we could make all these skills useful in combat as well as out of combat the problem would evaporate. But I'm not sure if that's realistically possible.
So in conclusion, I doubt that the current skill system will add much depth to the game, aside from creating the illusion of depth.
jack1974 wrote:Hmm I never thought about this, but you're right. I'll think in the next days if there could be another solution. I mean there will be the choice tree and some unique skills for each character, but still there should be more customization.
I see two ideas:
1) the choice tree will have some perks that require certain level. Like sharpshooter that will require sniper skill at 10 and so on.
2) I replace the weapon skill with generic fighting skills. So no more energy, light, heavy and sniper weapon but some skills like Accuracy, Reloading, etc (have to think better about it). Generic skills that can apply to various kind of weapons, so players could choose if to have a character that can use two pistols and fire faster, or just one but each shot be a critical hit, something like that. But of course won't be easy to design
Foelhe wrote:That'd leave Charisma and Science, which... are a bit harder, oof. You could maybe use Science as a minimum on some of the more alien weapons in the game? (Not only do you need Heavy Weapons to use that Marada Swiss Army Knife, you also need Science to figure out how the thing works in the first place! ) Couldn't use that too often, since you wouldn't want to overshadow the weapon skills, but it could come into play sometimes. Or maybe you could research and build better weapons with the skill, but that gets away from actual combat a bit. Charisma could maybe give a passive bonus to the whole party, but that could get complicated in a hurry.
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