Ideas:chad3f:SkillsSystem: Difference between revisions
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== Skills System == |
== Skills System == |
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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. |
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Some groups of skills could be: |
'''Some groups of skills could be:''' |
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* Attack/Defense placement |
* Attack/Defense placement |
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** General type<br>(elf, drawf, orc) |
** General type<br>(elf, drawf, orc) |
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** Specific type<br>(archer_elf, leader_drawf, hunter_orc) |
** Specific type<br>(archer_elf, leader_drawf, hunter_orc) |
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* General skills |
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** Agility |
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** Strength |
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** Speed |
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** Endurance |
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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. |
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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)
- Close
- Elevation
- High
(head) - Medium
(torso, arms) - Low
(legs, feet)
- High
- Range
- Enemy experience
- General type
(elf, drawf, orc) - Specific type
(archer_elf, leader_drawf, hunter_orc)
- General type
- 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.