Ideas:chad3f:SkillsSystem: Difference between revisions
Jump to navigation
Jump to search
Content deleted Content added
imported>Chad3f |
imported>Chad3f |
||
| Line 1: | Line 1: | ||
== 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 |
||
| Line 18: | Line 18: | ||
** 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. |
|||