Postby Drael » Thu Apr 29, 2010 9:36 pm
Problem with teaching is that if a military/warrior group/dictatorship gets a good number of expert older teachers, they can then just churn out even higher numbers of fighting skills to their newspawns. (Yes would be good for RP but....)
Part of the reason for this suggestion is the overemphasis by players on the fighting skill. That isnt solved by introducing teaching. Its solves a great deal of problems, such as the character nerfing, but it doesnt deal with the root cause of the problem, the skill itself.
The only way to solve this problem is to break the fighting skill up into further skills.
Which is why we have been discussing fighting styles (ranged, melee, hand-to-hand), and traits/attributes (Strength, dexterity, agility/speed, Endurance). By making all these extra variables, it is no longer a matter of simply wanting a high fighting skill anymore - you simply use whatever advatange you have.
By using a points system (could be randomly generated rather than player chosen), the levels of all such variables will be essentially equal across players, which avoids the problem of inequality.
If your against choosing, because its too cookie cutter, use points but make it random. (Though I prefer choosing, it allows for RP character defination)
The great thing about this system is it will diversify combat, and the use of different types of weapons becomes much more important, as well as the fact that it will help with non-combat skills, making your project choices more fitting for the character and consistent (if you arent strong, or have lots of endurance, you shouldnt weild a battleaxe, or dig a hole without finding it hard and doing badly)
At the moment skills are tied only to themselves. They are a pure abstraction because your character might be a weak skinny midget, but for some reason hes got a high building, digging skill. Its totally inconsistant and unexplainable.
And if it were a matter of learning, that still ignores character nature.
In fact, an IQ attribute would also add alot to game realism. With it, we could ensure mental retards cant easily build a circuit board, or a car engine. And having town tech heads would be rad. (If any build project is ever going to be denied to someone, it should be because of either their skill level in the area, or their IQ IMO)
Plus the skills at the moment are totally weird. Like what kind of skill is digging? And why is building that seperate from boat building, or making a iron hammer, so different from a weapon? (Ie there is no "spill-over" for related skills). Why are "machines" regarded as a skill type? (Shouldnt it be divided based on the kind of machine, such as electronic, carpentry - and carpentry should replace building/wooden machines/wooden weapons). Some strange shit those skills we have. Suggest: Smithing, carpentry and so on instead. Okay sort of OT, but the current system is pretty wack...
Last edited by
Drael on Thu Apr 29, 2010 9:55 pm, edited 2 times in total.