Author Topic: A leveling System  (Read 2060 times)

Vandel

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« Reply #15 on: April 04, 2005, 01:55:38 pm »
LOL... Under the Moon... man, what you\'re talking about is not that hard to code.  It\'s a logic system.

If this, and this, and this, but not this, or that... then display... X...

I think you get the picture.

All that it takes is coming up with the combinations.

There are several games that have done this to some extent.

Dungeon Siege is an excellent example.

It has probably close to 100 different titles that are applied to character based on a mixed set of traits.

Depending on those traits, it sub calculates a class.  I think this a phenominal idea, and as I said before, isn\'t that hard.

How likely it would ever make it into the code is another story.  I\'m hoping to get in as a dev.  Just waiting on a review.  So that\'d probably be something that I\'d be writing.  It would solve a lot of problems.  And add a good distinction to the RPability of the language system.

There\'s a couple problems.  I think I botched my app, and I don\'t think It\'s gonna get accepted any time soon.  The devs are bogged down large, there so much to do.  

Keep this thread alive, it\'s got a lot of good ideas, I think it deserves being refined.  Bounce, I\'ll do my best to keep us creative.

I see this also having something largely to do with some of the other things we have discussing.  I\'ve been digging through old code... and this is the first game where you\'ve been able to learn everything at any time.

I think this a poor idea.  And stages like natural progressions of learning ability should follow.

Like you can\'t get into comprehending astro-physics without first learning basic math, physics, maybe a bit of quantum mechanics, etc.

It\'s also not that complicated to implement.  It would require some changes to the table structures, but the skill lists are dynamic.  And I think it would be more interesting to just show the skills that you are working on, and have a sub list of skills you have learned.

Kind of like how civilizations has it\'s technology tree.

Maybe we can start coming up with a skill set, as well as ways that progress, and try and refine, roles and such that each skill might work with.

What we should keep in mind, is that it should require limited graphical implementation, and maximum efficieny in RPability, and working with what\'s already in the game.

It would be a bad thing to come up with ideas that would require some deeper implementation, but I think it\'s far less likely to get implemented that way, as the programmers are already tied with a lot of other things.

Also, we should think about the pro\'s and con\'s of the skills that are already in the game that aren\'t implemented, and what sort efficiency they might add to how growth of characters, and how we interact with each other.

I know the idea not to make it to real, but it might be wise to start out having to learn some theories of skills before you can actually learn the full blown skill.

This might cut down on powerleveling.

And lacken the boredom factor of getting to level 70 in swords.

If it say progressed.

1. basic weapon theory
   which unlocks daggers, and knives
2. sword balance and stance
   which unlocks short swords, dirks, rapiers, scimitars
3. advanced theory
   which might unlock sword parry (Add to unshielded defence when fighting someone with a similar sized weapon).
4. two-handed weapon theory
which unlock the agressive attack
aggressive attack unlocks bloody attacks
bloody attack unlocks timed strike (which gives maximum damage but lowers you chances of getting hit, and should only be availble when uses a two-handed weapon)
on the same level as agressive it unlocks two-handed weapons.

I know it\'s a little more complicated, but it should be implemented for each sub class of weapons.

You need different skills and attack techniques to weild different types of weapons.  Obviously attacks you would do with a sword will not work with a mace)

It should also prevent power leveling.  No matter how good you are in a skill, you should be able to go above maybe level 3.  with a skilled master, to level 5.

This type of a system would make it a lot easier to implement the...

Wiry looks at Fit: [text] Ben looks rather fit, though not too quick on his feet. He handles his ax with familiarity. [text]
         
Keep it rolling... I\'ll dig out my skill trees.


-=[Life is Good, RPG\'s are better!]=-