Post by TheeLord on Jan 3, 2012 13:21:02 GMT -6
I have been brainstorming on the skills and abilities system some more today. As stated previously, factions will be ability based, not level based. But there are still a ton of things to consider.. Here is the best system I have been able to think of so far:
-all abilities are part of a grouping of abilities. For example, there could be a grouping named "basic woodcutting", inside there is the abilities (chop down softwood tree, harvest softwood, create large wood piece, create medium wood piece, and create small wood piece)
-all abilities and groupings take time to learn. A player can learn abilities and groupings while logged off (similar to eve).
-groupings must be learned from other players, except for one grouping per week which will not require to learn from another player (or else the skill would never be learned obviously) and groupings have prerequisite groupings.
-there will be a few key abilities (possibly all in a grouping) which are required to satisfy the prerequisite requirement of that grouping.
-abilities can be learned in any order within the grouping and without being taught by another player.
-abilities and groupings will be learned faster when taught by another player (teaching is actually it's own skill known by default and will improve over time, making a skilled teacher worth more to the student then a non-skilled teacher)
-the teacher cannot learn abilities or groupings while he is teaching Another player. The players are, of course, free to continue playing or go offline while the skill is being learned. They don't need to stand next to eachother or anything. This will make teaching a marketable commodity since it costs the teacher time to do.
-abilities and groupings can also be learned by reading a book on the subject made by an author, authoring is a skill also. Better authored books will teach the skill faster.
-crafting, collection, and combat skills will all be a part of this system.
-authors
-abilities will improve with use, so while you may destroy 3/4 a tree while cutting it down for the first time, by the 100th you should be nearly an expert.
-all abilities are part of a grouping of abilities. For example, there could be a grouping named "basic woodcutting", inside there is the abilities (chop down softwood tree, harvest softwood, create large wood piece, create medium wood piece, and create small wood piece)
-all abilities and groupings take time to learn. A player can learn abilities and groupings while logged off (similar to eve).
-groupings must be learned from other players, except for one grouping per week which will not require to learn from another player (or else the skill would never be learned obviously) and groupings have prerequisite groupings.
-there will be a few key abilities (possibly all in a grouping) which are required to satisfy the prerequisite requirement of that grouping.
-abilities can be learned in any order within the grouping and without being taught by another player.
-abilities and groupings will be learned faster when taught by another player (teaching is actually it's own skill known by default and will improve over time, making a skilled teacher worth more to the student then a non-skilled teacher)
-the teacher cannot learn abilities or groupings while he is teaching Another player. The players are, of course, free to continue playing or go offline while the skill is being learned. They don't need to stand next to eachother or anything. This will make teaching a marketable commodity since it costs the teacher time to do.
-abilities and groupings can also be learned by reading a book on the subject made by an author, authoring is a skill also. Better authored books will teach the skill faster.
-crafting, collection, and combat skills will all be a part of this system.
-authors
-abilities will improve with use, so while you may destroy 3/4 a tree while cutting it down for the first time, by the 100th you should be nearly an expert.