Author Topic: alternitive skill plan  (Read 1800 times)

Black_rose

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alternitive skill plan
« on: August 21, 2005, 09:39:33 pm »
well rather then being good with \"swords\" you could be good with a certain sword like say you use a katana... your not going to have the same skill with a broadsword because it has a very different fighting stlye. but of course it being a sword you would still get a little more skill for it get what i\'m saying???? so this also could mean that each weapon would have pretty much the same damage with different aspects... like a straight blade for stabbing and a rounded blade for cutting. thats about it.
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Neryam

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« Reply #1 on: August 22, 2005, 03:32:45 pm »
Dunno, then you will need separate skills for, katanas, sabres, long/short swords, daggers, broad/bastard(yes I know) swords, blah blahs, and longbows, short bows, cross bows, and on and on.

It just wouldn\'t work.. :(
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Black_rose

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« Reply #2 on: August 23, 2005, 03:36:00 am »
well it might... not being an expert im not sure but by the memory saved by the almost even stats the extra skills could be added. well it might not work but it could be worth a shot.
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Neryam

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« Reply #3 on: August 23, 2005, 04:22:10 am »
It\'s not the memory I\'m talking bout but the confusion, and the sheer number of skills.. I mean the skill list would be a mile long and horribly confusing..  :(
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SuburbanPlankton

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« Reply #4 on: August 23, 2005, 04:55:01 am »
You could perhaps have a limited number of \"skills\", and within those skills, a number of \"specializations\".  Let\'s say you wanted to learn the sword skill.  After you reached a certain level of expertise, you would have the option of continung to learn the basic sword skill, or you could choose to specialize in a particular style of swordfighting: longsword, shortsword, two-handed sword, etc.

For bow-fighting skills you could specialize in longbow, shortbow, or crossbow; for thrown weapons you might have sling, dart, knife and axe.

Some skills would not have specializations (knife-fighting?), but if new skills are developed that are similar to existing skills, they could be added in a tree structure instead of expanding the base list of skills.  And this does not have to be limited to fighting.  Cooking skill could be subdivided into baking, open-fire cooking, and bread-making, for example.

Players who coose not to specialize would continue to advance their skills acording to the basic rules for their type of weapon.  Players that specialize would receive bonuses when using their preferred type of weapon, but suffer a penalty if using a different style of the base weapon.  For example, someone who chooses to specialize in two-handed swords would do extra damage with their two-handed sword, and strike more quickly, than someone at the same level who did not specialize.  But that same person would be less accurate when using a regular sword than the non-specialist, because they are not accustomed fo fighting with finesse.

Neryam

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« Reply #5 on: August 23, 2005, 07:14:44 am »
Yeah that actually sounds good. But what if you want to change specialization later? Just change the sword?
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rosmerelmer

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« Reply #6 on: August 23, 2005, 10:14:41 am »
retrain...

if you have really cool photoshop tutorials don\'t be afraid to pm me!

frostwolf10

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« Reply #7 on: August 24, 2005, 12:33:47 am »
This system would be complicated, but it would make sense. Since a machete can\'t do everything a longsword can. Nor can a longbow imitate the same function as a throwing knife.

Maybe the specializations could be unlocked, for example, if you have a specialization in katanas that specialization can be seen on your skills screen, but you don\'t get to see any other specializations with swords.
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SuburbanPlankton

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« Reply #8 on: August 24, 2005, 01:14:59 am »
I see it working something like this:

You train in \"Sword\" until, say, level 5.

At this point, you have two choices:

You could continue to train in \"Sword\" for level 6.  Your attack, defense, and damage stats would be calculated based on your \"Sword\" level of 6

Or, you could specialize in \"Long Sword\"  Your \"Long Sword\" level would go up to 6, but your \"Sword\" level would remain at 5.   Your stats would be based on level 6 if you had a \"Long Sword\" equipped, but only level 5 with any other \"Sword\".

Once you levelled up again, you could choose to increase to level 7 in \"Long Sword\" or you could choose to study a different specialization, and reach level 6 in \"Two-Handed Sword\".  You would never have the option of increasing your base \"Sword\" level beyond 5, but you could specialize in as many different sword styles as were available, starting each specialized style at level 6.

Neryam

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« Reply #9 on: August 24, 2005, 09:52:59 am »
That basically sounds like there would be separate skills for every kind of sword.

How about something like this: Continuously using a weapon will add the weapon type to the specialization window under sword. Upon reaching a certain sword level, you can choose to switch and specialize in that weapon, or just stay with no specialiation. The other sword types will not appear in the wundo unless you, say, get at least 50pp with them. Each pp gained with that sword will raise the number in that specialization window of that sword by 0.1. There would be no need to train at an NPC. The sword skill will rise like normal.
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SuburbanPlankton

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« Reply #10 on: August 24, 2005, 03:28:37 pm »
My thought was to essentailly have separate skill sfor each type, just to make them cascade, so that you wouldn\'t have 92 different skills to choose from at the beginning of the game.  You would start with basic skills, and then progress to more advanced (specialized) skills as you improved.

I do like your suggestion, however, Neryam.  It does seem to have a better flow.  I was having difficulty trying to grasp the mechanics of how my scheme would work, but yours does essentially the same thin with much less confursion.

I guess its up to the devs to decide which, if any, plan is easier to program, or if they will stick with what they have now.

Ivniciix

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« Reply #11 on: August 30, 2005, 06:13:24 am »
Neryam\'s concept of repeated use generating the ability to specialize is the most \"organic\" approach. The only thing I would add is that there ought to be some limit to the number of specializations a player can maintain within each weapon-type. I say MAINTAIN since repeated use should not only be the key to opening a specialization but also the mechanism for keeping it open. A player who wants to \"specialize\" in 6 weapons is, by defintion, no longer a specialist but a generalist.

The only exception I see to this is if a player chooses to only use weapons from one family-swords, polearms, bows, maces, daggers etc. Then he might be able to learn a greater number of specialties within that one family but again he\'d have to use them all frequently to retain that specialty.