Ideas:chad3f:SkillsSystem: Difference between revisions

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


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).
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:
'''Some groups of skills could be:'''


* Attack/Defense placement
* Attack/Defense placement
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** General type<br>(elf, drawf, orc)
** General type<br>(elf, drawf, orc)
** Specific type<br>(archer_elf, leader_drawf, hunter_orc)
** Specific type<br>(archer_elf, leader_drawf, hunter_orc)

* General 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.

Revision as of 21:33, 21 April 2007

Skills System

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)
  • General 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.