fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 08:08:37 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1] 2

Author Topic: New Skill System  (Read 3682 times)

Josh

  • The Armegeddon Arms Co. is temporarily on hiatus
  • Offline
New Skill System
« on: September 30, 2011, 04:59:21 am »

[Backstory] So I was bored in class and wishing I could play fonline, so I decided to think about more multipurpose builds when it dawned on me that I couldn't even remember half the skills available due to uselessness. And then I remembered a compliment I received from a moderator on a suggestion about fusing some skills together. The gears started turning and by next block I had made a very rough draft of a possible alternative skill section. [/Backstory]

NOTE: Stats would remain the same in this system, however they would affect skills differently in some cases.


Thoughts? Comments? Suggestions?
Logged
When you hear people talking about the great leader of the Armeggedon Arms Co., there talking about me. On the flip side when you hear them laughing about the Plague who stood next to guard and died or something else like that, that would be my brother Ben.
Re: New Skill System
« Reply #1 on: September 30, 2011, 10:14:28 am »

Personally I don't really like the suggestion if the system must change I would much rather see it like this.
For ranged weapons
Handguns (all one handed gun laser pistol too)
Rifles (all rifle be it fn fall or sniper I would add the laser rifle here too)
Heavy weapons (plasma and the bigguns)
Close combat
Brawling (all hand to hand fight include throwing of knives and spears)
Martial art (to unlock the other punch and kick types)
Other skill merges
Demolation (granades bombs traps etc)
Survival (outdoorsman and some minor healing)
Medical (first aid and doctor skill)

Still even though this above one is my idea I still prefer the existing system and I think others do too.
Logged
Re: New Skill System
« Reply #2 on: September 30, 2011, 11:08:44 am »

And one more skill
Demotivation - skill to ruin others game, troll, make them cry and ragequit. xD


Otherwise we dont need to change SPECIAL at all. It works fine. If some skills are not used at all? Remove them or let them there and never look at them.
Logged
Kill them all and let the god sort them out.

kraskish

  • Chars: Perforator & Penetrator =D
  • Offline
Re: New Skill System
« Reply #3 on: September 30, 2011, 11:31:45 am »

so intelligence trait would be useless? More powerbuilds here we go!
Logged
Chars: Perforator, Penetrator Leaderator

Josh

  • The Armegeddon Arms Co. is temporarily on hiatus
  • Offline
Re: New Skill System
« Reply #4 on: September 30, 2011, 12:38:14 pm »

@Jotisz, the point of merging is too make fewer options so people spend it on more then one area of skills...

@OskaRus, yes this is why I said the stat system would remain the same but have skills like unarmed and such tied directly in it.

@krashkishm I only gave unarmed as an example because its easy to make a formula for that people won't argue over. Intelligence helps determine speech/barter, SP gain, and the base stats of basically all the non-combat skills.

@Rat, first note how you only mention guns in there since unarmed/melee just isn't useful to invest in either as separate options or lumped in one. Second, more versatile use just requires a non-specialized build, you can use both sniping and burst mode as long as you don't get fast shot, you might not be successful against specialized power builds but you can do it. Repair has a use now, while speech and barter will never be of high enough priority to dedicate points to. Whether or not sneak needs to be reworked isn't being discussed in this thread. Right now the reason people are so different is because it is better to have a char with a build dedicated to each activity then to have a mixture. If you believe people becoming more generalized a bad thing think of how it would reduce the need for alting.
« Last Edit: September 30, 2011, 09:19:58 pm by Josh »
Logged
When you hear people talking about the great leader of the Armeggedon Arms Co., there talking about me. On the flip side when you hear them laughing about the Plague who stood next to guard and died or something else like that, that would be my brother Ben.
Re: New Skill System
« Reply #5 on: September 30, 2011, 12:50:37 pm »

Instead of merging skills, you could suggest new ways how to use all of them. All combat skills can be versatile, simply need more balancing, adding pulse weapons to ignore laser/plasma resistance, but of course they should be much weaker than now, making bozar non-rare weapon to see BG snipers, make turbo-plasma weaker but do bursts instead of more range + less AP per shot, etc. This way any SGer/BGer/EWer could be sniper, single fast shoter or burster. About repair/science/lockpick/speech/gambling, it can't be used now properly because of lack of content yet, not because there's no way for imagination how to make them work. Reworking sneak skill to make it useful on 100%, 150% and 200%, not only on 300%+ghost by adding new factors affecting success like shadows/obstacles. And there are much more ways.
Merging skills will only make all players more similar to each other.
Logged

Reiniat

  • Humanhunter
  • Offline
Re: New Skill System
« Reply #6 on: September 30, 2011, 09:37:30 pm »

Instead of merging skills, you could suggest new ways how to use all of them. All combat skills can be versatile, simply need more balancing, adding pulse weapons to ignore laser/plasma resistance, but of course they should be much weaker than now, making bozar non-rare weapon to see BG snipers, make turbo-plasma weaker but do bursts instead of more range + less AP per shot, etc. This way any SGer/BGer/EWer could be sniper, single fast shoter or burster. About repair/science/lockpick/speech/gambling, it can't be used now properly because of lack of content yet, not because there's no way for imagination how to make them work. Reworking sneak skill to make it useful on 100%, 150% and 200%, not only on 300%+ghost by adding new factors affecting success like shadows/obstacles. And there are much more ways.
Merging skills will only make all players more similar to each other.
I wanted to write almost ecxactly the same stuff  :)
Also, please reconsider my old suggestion about:
--change name of Traps to Explosives and include all types of Grenades, Rocket Launcher and Dynamite, and Molotov.
--Kill the Throwing skill, all thrownable (but not blownable) guns will go to Melee Weapons
--Add the goddamned pulse guns!!!

Original treath here:
http://fodev.net/forum/index.php?topic=17215.msg142081#msg142081
« Last Edit: September 30, 2011, 09:40:53 pm by Reiniat »
Logged
Current char: Oblivion, Oceansoul, Black Tears

Sorry for my bad english
Quote from: Santa Anna
Any action or inaction in a position of power will always grant you enemies

Johnnybravo

  • Hey there!
  • Offline
Re: New Skill System
« Reply #7 on: September 30, 2011, 10:55:28 pm »

Quote
. About repair/science/lockpick/speech/gambling, it can't be used now properly because of lack of content yet, not because there's no way for imagination how to make them work.
Not true, some are already well used, others will never fit mmo game.
Logged
"What is this, I don't even"
"This is your forum."
Re: New Skill System
« Reply #8 on: September 30, 2011, 11:10:18 pm »

others will never fit mmo game.
It can fit mmo, if it'll affect only user or can be used in some instances/quests which have fixed number of players. This way alting for those skill will be useless, like making repair skill passive and affect speed of deterioration and active only to remove force fields and do other things in some events where your pure-repair alt will be useless as you'll need to do many things there and you can't leave/enter location at any time. The same can be done with any other skills.
Logged

Johnnybravo

  • Hey there!
  • Offline
Re: New Skill System
« Reply #9 on: October 01, 2011, 01:56:29 am »

But repair is cool, speech or gambling is not.
Logged
"What is this, I don't even"
"This is your forum."

kraskish

  • Chars: Perforator & Penetrator =D
  • Offline
Re: New Skill System
« Reply #10 on: October 01, 2011, 03:14:35 am »


@krashkishm I only gave unarmed as an example because its easy to make a formula for that people won't argue over. Intelligence helps determine speech/barter, SP gain, and the base stats of basically all the non-combat skills.

So basically INTELLIGENCE will become obsolete skill IF I can put ALL to COMBAT SKILLS (because as u say INT wont affect combat skills) = ultra powerbuilds
Logged
Chars: Perforator, Penetrator Leaderator

Eternauta

  • Beyond repair.
    • Crazy 88 Official Forum
  • Offline
Re: New Skill System
« Reply #11 on: October 01, 2011, 03:44:56 am »

I don't think I'd support changing the Skill system unless it's something like what they've done in New Vegas or what Surf's gonna do in What Remains.

I kinda agree with what RavenousRat said... Maybe some skills will always be a lot more useful than others but that's what happened in the original games, too. A completely balanced system where all skills are equally important and useful sounds rather impossible and, in this particular game, would probably encourage alting anyway.
Logged

Josh

  • The Armegeddon Arms Co. is temporarily on hiatus
  • Offline
Re: New Skill System
« Reply #12 on: October 01, 2011, 05:37:28 am »

So basically INTELLIGENCE will become obsolete skill IF I can put ALL to COMBAT SKILLS (because as u say INT wont affect combat skills) = ultra powerbuilds
ffs read the post then try to comprehend!
"I only gave unarmed as an example because its easy to make a formula for that people won't argue over. Intelligence helps determine speech/barter, SP gain, and the base stats of basically all the non-combat skills."
I said that INT wouldn't be a factor in the independently increasing Unarmed Skill, and that it would be useful in almost all the Non-combat Skills. Not that the Non-Combat Skills would be the only skills using it. :P Energy would definitely rely on it and the others might too to a lesser degree.
Logged
When you hear people talking about the great leader of the Armeggedon Arms Co., there talking about me. On the flip side when you hear them laughing about the Plague who stood next to guard and died or something else like that, that would be my brother Ben.

kraskish

  • Chars: Perforator & Penetrator =D
  • Offline
Re: New Skill System
« Reply #13 on: October 02, 2011, 01:26:34 am »

ffs read the post then try to comprehend!

I read lol

I said that INT wouldn't be a factor in the independently increasing Unarmed Skill, and that it would be useful in almost all the Non-combat Skills. Not that the Non-Combat Skills would be the only skills using it. :P Energy would definitely rely on it and the others might too to a lesser degree.

this equals

So basically INTELLIGENCE will become obsolete skill IF I can put ALL to COMBAT SKILLS (because as u say INT wont affect combat skills) = ultra powerbuilds

Youre saying INT wont be needed for COMBAT skills. So Ill make 10 PE 10 AGI 10 ST and 10 Luck character - Heavy guns or Sniper (more or less). It would make the game unbalanced.
Logged
Chars: Perforator, Penetrator Leaderator

Josh

  • The Armegeddon Arms Co. is temporarily on hiatus
  • Offline
Re: New Skill System
« Reply #14 on: October 02, 2011, 05:24:04 am »

Look here,  INTELLIGENCE WILL AFFECT ENERGY WEAPONS! IT WILL ALSO HAVE A PART IN THE OTHER COMBAT SKILLS JUST NOT AS BIG OF ONE!! do you get it now?
Logged
When you hear people talking about the great leader of the Armeggedon Arms Co., there talking about me. On the flip side when you hear them laughing about the Plague who stood next to guard and died or something else like that, that would be my brother Ben.
Pages: [1] 2
 

Page created in 0.087 seconds with 22 queries.