Skills system - capability already there? (Just unharnesed?)

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What should be the future of Cantr regarding a Skills system?

Skills system which cause players to require a level of skill to create specific (Advanced) objects.
1
9%
Skills system which cause projects to finish quicker, but not stop people from creating advanced objects.
6
55%
No skills system at all! Cantr is great without it...
2
18%
Other...
2
18%
 
Total votes: 11
Meh
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Postby Meh » Wed Mar 10, 2004 9:37 pm

I don't think you should be prevented from doing anything.

IRL you can do anything given enough time and trial and error. My grandfather built a house from the ground up. It was still standing after 50 years and may still be as far as I know.

I don't like the lack of professions. It makes the characters without individual purpose.

You could run a real business by really being better than others.

I think. I am not sure. That the existing code supports giving mutiple items at once from a build (not resource) project. So you could learn by doing on some things.

"I'm a lumber jack and I'm OK. I sleep all night and I work all day..."

"No your just another person with or without and axe".
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Bran-Muffin
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Postby Bran-Muffin » Wed Mar 10, 2004 9:39 pm

I like the idea of if you have the skill you can make it faster or better, but i dont like the idea of not being able to build something becuase you dont have that skill.
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boomhaeur
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Postby boomhaeur » Wed Mar 10, 2004 9:44 pm

"So you could learn by doing on some things."

Ah, could the end result be a resource "skill points"?

Then you could make a requirement of the skill projects be skill points. Chars could then apply their points to a skill project. More advanced skills could require points resources plus another skill level "tool"

I noticed that projects like lock picking can fail - is that the case for any project. Can that failure rate be adjusted based on tools (skills) in the users possesion?

That could introduce the Trial and Error component to game - so anyone could build a hammer - but it wouldn't always work (lord knows I've personally screwed up all kinds of projects when I try to teach myself something)
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Postby Meh » Wed Mar 10, 2004 10:16 pm

boomhaeur wrote: "So you could learn by doing on some things."

Ah, could the end result be a resource "skill points"?

Then you could make a requirement of the skill projects be skill points. Chars could then apply their points to a skill project. More advanced skills could require points resources plus another skill level "tool"



Yes but functionality does not exist currently that allows an object to be consumed by a project. Only grams of things can be removed.

boomhaeur wrote:

I noticed that projects like lock picking can fail - is that the case for any project. Can that failure rate be adjusted based on tools (skills) in the users possesion?

That could introduce the Trial and Error component to game - so anyone could build a hammer - but it wouldn't always work (lord knows I've personally screwed up all kinds of projects when I try to teach myself something)


I'm guessing custom coded. I on purpose don't try to learn sections of the code becuase it is hard to ignore when you know exactly how things work. The new violence system? No idea.
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Postby new.vogue.nightmare » Wed Mar 10, 2004 10:59 pm

I like the skills idea, but having them as objects, and being able to kill people to get their skills is a little too much like the games where you go around killing things to level up. If a great craftsman were to die, their services should be lost forever. However, working on a project with someone skilled at whatever skills are needed should increase the rate of skill gain.
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Postby kroner » Wed Mar 10, 2004 11:06 pm

Well, as said before, skills would disapear when you die so no looting skills off of other characters.
Briliant idea for how to implement skills simply. I really like it. Real specialization is one thing I always like to see more of in game.
Here's an idea: Make a set of tools that you can build only when you have a high enough skill level called books. There would be a book for each area of skill. With a book, another character would be more productive when working on a skill increase project in that field. You could also copy books like you can with keys. This wouldn't require any skills and would take less time than producing a book from scratch.
I think all the programing should already exist for this.

And I once had a character who failed making a bone sword. The item was changed in the database while she was mid project into a bone fur scraper. :D
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Postby new.vogue.nightmare » Wed Mar 10, 2004 11:14 pm

Also, I think it would be a good idea to keep the skills hidden, as a stat of sorts, that gradually increases as you work. That way, you would notice yourself slowly getting better at something, but you wouldn't be able to say things like. "Let me work on it, I have 5 skill points in so and so." It's already toeing the line IMO to be able to represent your health and progress in exact numbers, and we don't need any more OOC data flying around IC.

But then that's just my opinion.
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Sho
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Postby Sho » Fri Mar 12, 2004 2:13 am

I don't really like the idea of skill points. It takes a lot away from the concept of Cantr as a place where characters have no innate differences (aside from age), only different reputations. This may not be entirely realistic, but I think it is more interesting. Specialization forces people into roles. I think that if the blacksmith of one Cantr year can be the emperor of the next, it makes Cantr more interesting.
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Bran-Muffin
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Postby Bran-Muffin » Fri Mar 12, 2004 3:33 am

I agree completely with sho.

The part of it i read anyway.
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thingnumber2
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Postby thingnumber2 » Fri Mar 12, 2004 4:29 am

I like the idea of skills, but only if everyone starts on a level playing field. A suggestion of bignife's , who was gonna use it in a MUD, would be to have a set skill limit....everyone starts equally good at everything, and in order to have more skill in one thing, you'd have to lose skill in the opposite thing...just a suggestion....
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Bran-Muffin
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Postby Bran-Muffin » Fri Mar 12, 2004 4:35 am

Skill system would change cantr way to much, it simply wouldnt be cantr anymore...
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Postby Meh » Fri Mar 12, 2004 3:50 pm

I wouldn't worry too much. It is not like it is the plan as far as I know. No matter how much I personally like it.

It would have to be done slowly at first to make sure it is not overdone.

I don't think it forces people into roles. It gives a benifit for consitantcy.

A lack of skill run conter to working together thorugh cooperation, barter, or slavery. It allows for a character to add unique value in an economy. Skill of the workforce is an importatnt issue in any ecomomic discussion.

A character should be able to be a little better than their peers if they spend the time to do so.

This is one way to conteract the longer production cycle. It should take forever for one person to go from hematite to van as it does currently. There should be an opening for a group of specailized people to get together and let it go a little faster.

The "bunch of warm bodies" concept is just as dehumanizing in Cantr as it is in real life.

And I still like the ninja aspect too just for the entertainment value.

875-2: Man says "*you see his lips move*"

875-2: Man says "You have disrespected my families honor and now you must pay"

875-2: You attack Ninja with bare fist and do 0 points of damage.

(His view: Dishonorable one attacks you using a bare fists doing 0 points of damage you absorb 5 points using Fen-Wai master fient.)

875-2: A guard says "Drop you weapons"

875-2: Man says "*you see his lips move*"

875-2: Man says "My only weapons are my fists of fury"

875-2: Man attacks you using fists of fury for 8 points of damage.
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Postby Psycho Pixie » Fri Mar 12, 2004 9:52 pm

berserk9779 wrote:I do not like at all the idea of skills that prevent you from manufacturing something. like:

800-5 :You can't build a house because you need a level 2 masonry skill
800-5 :you can't manufacture a sabre because you need a lvl 5 smithing skill
800-5 :you can't use warbow because you need a lvl 4 ranged weapons skill


do we really want to turn Cantr into a clone of runescape?



Looking at it from that angle, absolutly, no skills system. BUT, and there is a but here.....

without some form of skills system or way to control what people make, there will always be people running around with Sabres and chitin shields killing others for the fun of it when they have only been spawned for a year.

The fact that Iron and thus Steel is so much harder to create .. has made alot fewer sabre wielding idiots. I like it. the problum with that though is you cant build stone buildings or locks without Iron for the trowel and thus now, we have more theives running around stealing everything they see.

we need to figure a way to make certain nessesitys with something other then Iron if we are going to make Iron so hard to get hold of. Which of course is a totally different topic isnt it. Figures, the lady who lost her mind changes the topic.

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nitefyre
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Postby nitefyre » Fri Mar 12, 2004 10:04 pm

Well still a bit off topic from what PP said, possibly a large bone door baricade, and a large bone thing to knock down a large bone door lock...

But what SHo said is absolutely agreed with, by me. Skills=not cantr. You can go anywhere else for that. If Skills had to be implemented, I would only think it should be in fighting, if you've used a weapon a certain amount of times your bound to hit about 95% ratio, and if you suck at it, you'll start off around a 75% hit miss. Of course the power of the hit may be bumped up a few pending 'skill' or more like experience.
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Sho
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Postby Sho » Sat Mar 13, 2004 4:13 am

We seem to be rather nicely polarized here between people who are dead set against any skills and people who want some sort of skills system with restrictions. How about a poll? How does one add a poll to a pre-existing thread?

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