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Poll

Would you like to have the skill-points system to be changed this way?

Yes! This definetely sounds good.
- 17 (63%)
Yes, but I have something to change in this suggestion (please reply).
- 1 (3.7%)
No, I want the good-old system to stay.
- 9 (33.3%)

Total Members Voted: 27

Voting closed: October 30, 2011, 01:38:39 pm


Pages: 1 2 [3]

Author Topic: Total skillpoints overhaul  (Read 4870 times)

avv

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Re: Total skillpoints overhaul
« Reply #30 on: October 25, 2011, 02:03:22 pm »

It would help a alot already if some skills were merged, buffed and the skill cap was lowered to 200.
Ranged weapon skills can honestly remain as they are. Bg, sg and energy have their good and bad guns, except sg burst that kinda sucks. If something should be merged, then it's melee, unarmed and throwing.

Doc and fa merged. Dump free fa and doc, instead make requirement to have doc bag and fa kit. When you use fa kit, it performs fa. When doc bag is used, it performs doc. Call it Medicine.

Steal and sneak merged. Call it Stealth.

Repair merged with lockpick and traps plus it could use a buff so that it's viable in combat. Let's say zero det armors give additional defense so that regular in-combat repairs would be encouraged. Perhaps implement blowing up certain doors, objects and parts of walls with dynamite. Call it Mechanics.

Then we got outdoorsman, science and diplomacy skills. These simply cannot give rational combat bonus so it's very tempting to move them to alts. This is when Graf's skill brances come in. We could have combat, combat support and utility skills divided in three categories like Graf explained.

Fighting skills go to combat. Medical, Mechanics and Stealth go to combat support. Utility has outdoorsman, science and merged speech+barter. Pretty solid division. That way each char has his weapon of choice, combat support ability and an utility ability.
Rest is up to how other character features turn out. Carryweight, perception, action points and perks have their say aswell. Alts will still exist but at least single char is more versatile.
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Bartosz

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Re: Total skillpoints overhaul
« Reply #31 on: October 25, 2011, 02:09:13 pm »

(...)
so that it's viable in combat.
(...)
These simply cannot give rational combat bonus so it's very tempting to move them to alts. This is when Graf's skill brances come in.

This is more along the lines I've thought about it. Simply because, the only end-game content we've got now, is combat. So, as long as you can have other skills without your combat skills suffering, it makes your character useful in those endgame activities, thus, lowering the need for an alt.
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Re: Total skillpoints overhaul
« Reply #32 on: October 25, 2011, 02:21:20 pm »

Avv can you please copy that text into a new suggestion ? :)

Merging skills sounds really efficient.
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Eternauta

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Re: Total skillpoints overhaul
« Reply #33 on: October 25, 2011, 02:27:39 pm »

There are some topics about merging skills already. If devs do think it's a possible road to walk, one of them should open a new one to let everyone troll each other share their ideas there instead of spawning a swarm of "Skill merging" alts.
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Bartosz

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Re: Total skillpoints overhaul
« Reply #34 on: October 25, 2011, 02:29:42 pm »

There are some topics about merging skills already. If devs do think it's a possible road to walk, one of them should open a new one to let everyone troll each other share their ideas there instead of spawning a swarm of "Skill merging" alts.

Agreed, but we're opening such threads when we're ready/close to implementing some feature/change. With this, those are still free discussions, we're not planning to change anything in that regard in the closest future (aka next wipe;) ).
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Eternauta

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Re: Total skillpoints overhaul
« Reply #35 on: October 25, 2011, 02:35:53 pm »

Then I will wait until the real discussion begins :) Thanks for your quick answer Scypior.
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Re: Total skillpoints overhaul
« Reply #36 on: October 25, 2011, 06:43:40 pm »

I like this idea :D. Tumbs up!!
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