[CF-Devel] skill musings.
Mark Wedel
mwedel at sonic.net
Fri Nov 15 02:31:06 CST 2002
From a discussion on irc tonight with myself, cryo, and garbled.
This is basically a small portion of all that was discussed, and not
necessarily related to all the ideas.
The main idea was to remove the idea of experience categories and have each
skill have its own exp and level.
In some sense, this actually makes the code much simpler. It also means that
if at level 30, you finally learning smithery, your not an expert in it.
It also means that finding an abuse in one skill, while it may help your
overall level, doesn't help your other skills.
The downside is that some skills will be very difficult to improve.
Thoughts?
The other main idea was to make it more difficult for players to learn new
skills, so what they start with is much more relevant.
Various ideas on how to do this:
1) Player only has skills they start with. At some point, they choose a new
class, and get those new skills in addition to what they have. But when you
choose a new class, your exp goes to zero.
2) Put something in that you can only learn a new skill every 10 levels or
something. Problem with this is that some skills would likely be completely
unused (I'm sure players would identify best starting race, followed by the best
skills to learn after that point.)
3) Make skills available by completing quests. Level of quests can basically
determine that you can get skill XYZ until your some level. This means players
can still get all the skills, but may have to stick with what they start with
until some point.
Note to do points 1 & 3 require that skillscrolls get removed from shops and
random treasures. Point #3 could still have them be in special quest hoards or
the like.
Thoughts? Other ideas?
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