[crossfire] classes & guilds

Nicolas Weeger nicolas.weeger at laposte.net
Sun Jul 1 16:51:28 CDT 2007


> Good example.  I've no idea why meditation shouldn't be learnable.  Even
> if you never meditated so far, you'll be able to learn it (in the real
> world).  Same for other things.  You're able to join a karate club and
> learn karate, ...

One game I saw worked by "skill spots". I don't remember the values or the 
details, but the general idea was: characters had like 20 spots, which could 
be filled by skills, with 1 spot for basic skills, 2 for advanced ones, and 3 
for master ones. There was a "graph" dependancy, some skills required other 
skills at a certain level.
Players could "drop" skills, or reduce their spot, to use other ones.
Not totally sure about the way that was done, though (didn't play, just saw 
someone play).


As for the general idea for skills, I think it's nice to be able to learn all 
skills (except intrinsec skills, like levitation or clawing - though with 
nails? <grin>).
But we definitely need to balance that somehow, through maluses/bonuses, 
things like that.
And I wouldn't oppose to skill restriction, either :)


> Do you like to see me writing a summary / draft concept of the new skill
> / class / guild system?  Or do we need more discussions about specific
> parts?

I'd say you can write a first quick summary, preferably on the wiki 
(http://wiki.metalforge.net just create a page somewhere, maybe linked from 
another - which one, not sure) :)

Doesn't mean it's set in stone, but would be nice to have a full summary, I 
think :)

Of course we can still go on discussing on the list.

Thanks for all ideas :)

Nicolas
-- 
http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref 
de l'aléatoire !]
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