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Author Topic: New Skill System  (Read 3531 times)

kraskish

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Re: New Skill System
« Reply #15 on: October 02, 2011, 03:03:29 pm »

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?

Yes I get it. I read the part about energy weapons. Dude, chill down. Either way your suggestion would make this game more unbalanced. The way it is now you need to sacrifice some points in SPECIAL and its hard to make ultimate killing machine (not speaking of drug chars). With your suggestion "Lesser role of INT in combat skill" People would run with BG and SG killing machines more often.

UNDERSTAND? NO? Ill give u an example:

Its impossible to do a powerbuild like this "10 PE 10 AGI 10 ST and 10 Luck" NOW - why? INT would be 1 or little and not enough for getting high % of skill

WITH YOUR SUGGESTION you would be (to a higher degree) able to achieve the build above. SG and BG would pwn EW chars cuz they dont need as much INT (so they can spend it on PE to give range, ST for carry weight, etc)...
« Last Edit: October 02, 2011, 03:10:34 pm by kraskish »
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Josh

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Re: New Skill System
« Reply #16 on: October 02, 2011, 05:32:18 pm »

Its impossible to do a powerbuild like this "10 PE 10 AGI 10 ST and 10 Luck" NOW - why? INT would be 1 or little and not enough for getting high % of skill
Why would it be any different with this system? Int will still make skill points for the all the combat/non-combat skills. Only the base value would be higher with the build you described. Lets say you make the build above, big guns will increase naturally to a set value just through leveling up. However, if you lack intelligence you would only be getting 80% of whatever that value is, AND you would not have the skill points to raise it very high.
Maybe we should use examples for these situations as "INT DON'T MATTER" just sounds like you're selectively reading the post...
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kraskish

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Re: New Skill System
« Reply #17 on: October 03, 2011, 12:48:31 am »

Id read the 1st post and further posts and havent found the answer until the very last one. 1st post was more about classification and merging/discarding/rebranding skills. Then u mentioned Unarmed formula, briefly mentioned SG, BG and EW, where u mentioned INT. So I drew the conclusion INT is not as needed in SG and BG...

Well after polishing your idea... I must say... EW would be too strong then. What would change is that EW players would get a bonus for being EW, skill points so they could spend it on FA/OutD, which is easy for them to achieve anyway (need INT for specs)

1. Whats the point of changing balance (sort of) we got now to what you propose? Less alting? Or more rampage?

2. Number of skills is hardcoded AFAIK. You proposed so many megers and no new skills (you can rename skills to introduce new in their place so the number is OK) which makes this suggestion useless.
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Johnnybravo

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Re: New Skill System
« Reply #18 on: October 03, 2011, 02:10:39 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?
Wait like make energy weapon base value increased by int?
Well not that it gonna change anything but first few levels.
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Josh

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Re: New Skill System
« Reply #19 on: October 03, 2011, 04:08:52 am »

Wait like make energy weapon base value increased by int?
Well not that it gonna change anything but first few levels.
Kind of...
Right now the base values you get at starting are the base values you have at finish if you don't invest anything. With this system the base values would grow as you level to a set value, say 100, reaching the value only if you had 10 in all the component pieces if the formula. If a formula for say Medicine was based on PE and IN like so:
Medicine=(LEVEL)*[2(PE)/10+2(IN)/10]+16
 and you had 7 PE and 4 IN, then you you would get ~50 outdoorsman when you are level 21.

Even with non-optimal stats you still get decent results for the different skills. I feel that this would reduce alting and make all the skills useful.
« Last Edit: October 03, 2011, 04:11:38 am by Josh »
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Eternauta

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Re: New Skill System
« Reply #20 on: October 03, 2011, 04:31:14 am »

Instead of such a thing, I'd support something like capping all skills at 200% and reworking the formulae to make 100% work like current 150%, more or less. This is very similar to what RavenousRat said anyway.
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kraskish

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Re: New Skill System
« Reply #21 on: October 03, 2011, 02:38:10 pm »

To discuss this thread youd need to present more formulas. I still do think its impossible to implement (number of skills that you proposed is less than original)
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Cold_Fusion

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Re: New Skill System
« Reply #22 on: October 03, 2011, 03:58:43 pm »

No to any new skill systems.

Current one is good and was working since almost 15 years now. Problem is with skills having no implemented USE for them.

If you want to simplify it, then remove charisma and luck because these are useless for powerbuilds, then remove non-combat perks, then remove chat coz "wasteland is harsh" and people shoo each-other on sight anyway, finally get rid of all distractions and just leave a huge "BURST" button in the middle of the screen. Whoever pushes it first wins anyway.
Only valid means of communications would be leaving corpses arranged into offensive symbols.

 ::)
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Johnnybravo

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Re: New Skill System
« Reply #23 on: October 03, 2011, 04:38:26 pm »

Removing charisma is not that bad idea as it appears, but on other hand it was in original game.

Adding some more base points to certain skills is definitely good idea (eg. repair could be as high as unarmed for average character or even higher, and nobody would still care, because increasing it a little further wouldn't be that painful.

Limiting skills to 200% while still requiring high amount of skill points won't achieve much, you will have to redo everything in process (like with 200 skill it won't be possible to hit with sniper rifle at range, even with max perception).

I think if the most important thing would really be making low investments in skills effective (already made a post about it, and as the example of the best designed skill in terms of progression I've chosen First Aid) and as well removing or changing skills that will not ever do something meaningful (barter, speech, gamble) to make the game more user friendly.
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Josh

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Re: New Skill System
« Reply #24 on: October 03, 2011, 09:16:18 pm »

To discuss this thread you'd need to present more formulas. I still do think its impossible to implement (number of skills that you proposed is less than original)
I was kind of hoping someone else would pick up on this and start adding formulas that they think of so we could discuss those...
Anyhow I'd rather play the game with friends rather than work on perfecting a skill system that probably won't get adopted.
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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.

Josh

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Re: New Skill System
« Reply #25 on: October 29, 2011, 12:40:31 am »

I spent some of my limited free time to make this interactive skill system. While it isn't exactly Opera's FCP, it gets the job done. Feel privileged  8)
https://docs.google.com/spreadsheet/ccc?key=0Au3uyZ3bCPXzdHRUN0w5UEN2ZEZNWGhsQlZjNjBrSmc
Please do not mess up formulas for others, only change the non-gray boxes.
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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.
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