if it was implemented with some of the features discussed:
there are a set number of skill points behind the scenes per character.
You get skill points by using the skill, and if you don't use a skill often they drop off slowly (lack of practise).
If you max out on skills (reach the cap of what a person can resonably be good at one time (jack of all trades vs an expert in one field idea)) then they come off the least used skill, or perhaps last used.
NOTE: THIS COMMENT IS BASED ON THE OLD THREADS DISCUSSING SKILLS. IT MAY NOT BE AN ACCURATE REPRESENTATION OF THE SYSTEM. (but it's how I understand it)
**PLEASE READ** my proposal for the combat system
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Solfius wrote:NOTE: THIS COMMENT IS BASED ON THE OLD THREADS DISCUSSING SKILLS. IT MAY NOT BE AN ACCURATE REPRESENTATION OF THE SYSTEM.
That's for sure.
If that's what the "skills system" was meant to be like, then it's doubtless as bug-ridden as all hell--ie like tiredness was--but we've no way of knowing because of all the secrecy.
Nick wrote:I find it odd that hunting and combat are indeed two different skills, but I have noticed a strong tendancy to be either good or bad at both, and not one or the other.
There also seems to be a strong tendency on the part of certain people to want to make us believe they are different. It also explains why the MacGregors seem interested in recruiting people with good "hunting" skills.
Ah well, at least they found out in-game. I reached the same conclusions that Nick does, doubtless by the same long and arduous process. In other words, if you're one of those poor sods who hits animals for about 10 with a recurve, there's no way you will suddenly hit a person for 40.
Naturally, this is merely a somewhat corroborated hypothesis and I'm still open to correction. For the details, see also my other notorious "tirade" post.
http://www.cantr.net/forum/viewtopic.ph ... 9&start=15
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