How to bring some logic into skills

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Mon Dec 18, 2006 12:51 pm

Naturally they would have to have expertise from the things they have done during their lives. One way of getting it would be simply changing the skill points assigned to each skill into the skill points of the equivalent expertise. But a better way would be to set the traits first with a division that fits the existing skills, then fill the gaps with expertise points. Before teaching is programmed, it wouldn't matter to the player what the skill consists of.
Not-so-sad panda
User avatar
Sicofonte
Posts: 1781
Joined: Fri Feb 17, 2006 5:01 pm
Location: Into your Wardrobe

Postby Sicofonte » Mon Dec 18, 2006 6:30 pm

I LOVE this suggestion.

I have been thinking on something really similar, but just thinking. Seko made it real before I got the pencil.

I do agree in almost everything. For sure that the concret percentages can be discussed, but I think this is the way.



And all this system will bring happiness and euphoria to achievers and explorers... and killers (only future ones if current ones are going to lose some of their killing skills).
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no :P
User avatar
Jos Elkink
Founder Emeritus
Posts: 5711
Joined: Mon Jul 14, 2003 1:17 pm
Location: Dublin, Ireland
Contact:

Postby Jos Elkink » Wed Dec 20, 2006 1:09 am

I am still thinking about all this and haven't reached an opinion yet :) ... But one thing I was wondering. Shouldn't some skills also have a negative effect on some thing? E.g. very strong people don't walk as fast. Or something else that makes more sense :) ...

A problem with the current design (above, I mean) is that a lot of skills will turn out to be average. Because all are combinations of different skills, just more things will be closer to average, which might be a bit pointless. The effect of skills countering each other, however, would mean that if you train one thing, you lose on another, making the whole system of skills more balanced, which might be more appreciated.

Another thing: for now, I don't personally care too much for the skills system. I thought it was a cool idea at first, but kinda lost interest. It's a highly sensitive area, though. There are lots of players who really want it, and lots that really hate it. In the poll a little while ago, to my surprise, many people liked it (see soon to be published Webzine article). So before I would do anything to drastically change it, I would want to know much better what the "public opinion" on the matter is.

Finally, to change from the current skills system to this one is a little bit of work, but not as much as you would think, for as far as I can see now. It's not actually a complicated change.
User avatar
Arlequin
Posts: 495
Joined: Wed Sep 20, 2006 2:32 pm
Location: Valencia
Contact:

Postby Arlequin » Wed Dec 20, 2006 5:28 pm

Realism should be suspended whenever it doesn't promote roleplay and/or social dynamics.

I don't think strength affecting the walking speed would add anything to Cantr. :?
♫ bling! ♫

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest