Ideas:chad3f:SkillsSystem: Difference between revisions

From Arianne
Jump to navigation Jump to search
imported>Chad3f
imported>Chad3f
(No difference)

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.