Ideas:chad3f:SkillsSystem: Difference between revisions

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== Skills System ==
== Skills System ==

=== Acquired Sklls ===


Instead of limiting skills to general attributes such as atk and def, create itemized skills that map to realistic real-world skills (where possible, as a few synthetic ones may be needed). Some of these have already been mentioned in some form, but this will cover my ideas as a whole.
Instead of limiting skills to general attributes such as atk and def, create itemized skills that map to realistic real-world skills (where possible, as a few synthetic ones may be needed). Some of these have already been mentioned in some form, but this will cover my ideas as a whole.
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** Specific type<br>(archer_elf, leader_drawf, hunter_orc)
** Specific type<br>(archer_elf, leader_drawf, hunter_orc)


* General skills
* Enhierent skills
** Agility
** Agility
** Strength
** Strength
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Except for ''Enemy experience'', all of these skills would also be assigned to creatures. And with persistent non-player storage support, even specific player experience could be a factor for creatures. So the more you fight a specific create (or type in an area), the better it is against you. as if it learns to anticipates your combat.
Except for ''Enemy experience'', all of these skills would also be assigned to creatures. And with persistent non-player storage support, even specific player experience could be a factor for creatures. So the more you fight a specific create (or type in an area), the better it is against you. as if it learns to anticipates your combat.

=== Item Skills ===

Like general learned skills, items (like weapons and armor) also have common properties that can be mastered over time.

* Experience
** General Type<br>(sword, dagger, hammer, club, shield, armor)
** Specific Type<br>(great_sword, war_hammer, wood_shield)

* Use styles
** Stab
** Swing
** Throw

Revision as of 21:51, 21 April 2007

Skills System

Acquired Sklls

Instead of limiting skills to general attributes such as atk and def, create itemized skills that map to realistic real-world skills (where possible, as a few synthetic ones may be needed). Some of these have already been mentioned in some form, but this will cover my ideas as a whole.

Some groups of skills could be:

  • Attack/Defense placement
    • Range
      • Close
        (fists, hand dagger, knife, short sword)
      • Medium
        (long sword, thrown dagger)
      • Extended
        (arrow, ice/fireball)
    • Elevation
      • High
        (head)
      • Medium
        (torso, arms)
      • Low
        (legs, feet)
  • Enemy experience
    • General type
      (elf, drawf, orc)
    • Specific type
      (archer_elf, leader_drawf, hunter_orc)
  • Enhierent skills
    • Agility
    • Strength
    • Speed
    • Endurance


Except for Enemy experience, all of these skills would also be assigned to creatures. And with persistent non-player storage support, even specific player experience could be a factor for creatures. So the more you fight a specific create (or type in an area), the better it is against you. as if it learns to anticipates your combat.

Item Skills

Like general learned skills, items (like weapons and armor) also have common properties that can be mastered over time.

  • Experience
    • General Type
      (sword, dagger, hammer, club, shield, armor)
    • Specific Type
      (great_sword, war_hammer, wood_shield)
  • Use styles
    • Stab
    • Swing
    • Throw