[Crossfire-wiki] [Crossfire DokuWiki] page added: user:mwedel:skills

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Fri Jan 28 23:20:54 CST 2011


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Date        : 2011/01/28 23:20
User        : mwedel
Edit Summary: created

This page is a collection of my idea of redoing the skill system.  Note that this does not directly change balance, but perhaps makes some changes easier, or otherwise has some impact on it.

=== Background ===

Originally, crossfire did not have skills.  The character had an overall level (just as now), but all abilities of the character were based on that overall level.  So if the character was level 50, your attack was as level 50, spellcasting as level 50, etc.

Skills were added to the game to try and break this up some.  The original implementation of this had skill groupings, for example combat, where all combat skills would be placed, or spellcasting, for all spellcasting skills.  These groupings would accumulate experience when using the skill, and all skills in that grouping would operate on that overall level.  So if you were level 50 in the combat group, you were level 50 in sword, axe, etc.  If you did not know missile weapons and learned it, you would effectively be level 50 in missile weapons also.  This system did result in a little more differentiation between characters, but not a great deal, as maxing all these groupings was not all that hard.  The one advantage of this system is that hard to advance skills could be in the same grouping as ones easier to advance, so one could get good in those hard to advance skills.

This was scrapped for the current system, where each skill accumulates experience as it is used.  So if the character was level 50 in one handed weapons and learned 2 handed weapons, he would be level 1 in that new skill.  All skills were equal in the sense that a mage could learn one handed weapons and advance it just as easily as a fighter, minus the fact that the mage character may not have stats as well suited as the fighter.  Conversely, a fighter could become a quite proficient spellcaster.  In both cases, they would be diluting the experience since any experience the fighter got in spellcasting is experience he did not get in weapons.  But in many cases, some amount of this experience may have been unintentional or for convenience, eg, mage was low on spellpoints, was fighting weak monsters, so pulled out a weapon.

With current and prior system, the only relevance a characters race and class had would be starting skills and stat bonuses.  There were a few skills exclusive to certain classes or races, but a human fighter, especially after maxing out stats with stat potions, could learn the spellcasting skills and use them just as effectively as wizards.

=== New System ===

The new system is derived from many other games - skills don't gain experience, the character does.  In this revised system, all experience a character gains goes to the character total, and increases the characters overall level.  Each time the characters overall level goes up, they get 10 advancement points (AP), on which to improve their skills.  The skill level, just as now, determines the characters effectiveness.

The cost of increasing skills depend on the skill and the class in question, as the basic sample table below shows:




IP-Address  : 173.228.106.112
Old Revision: none
New Revision: http://wiki.metalforge.net/doku.php/user:mwedel:skills

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