Skill system

Generic, on-topic discussion about Colonial Marines.
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sicktrigger
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Skill system

Post by sicktrigger » 19 Aug 2017, 00:21

discussion thread about this skills based on role update.

changelog wrote:Added a skill system that determines ability to use certain things such as the Powerloader, c4, defibrillator, or do certain actions like performing surgery or hacking machines, along with buffs or debuffs to weapon statistics. Skills are based off role.
I would like a more detailed description of exactly what this entails, especially the weapon stats change. Does it only affect civilians or do like medics now do less damage than standards or something?
So this is what cluwning feels like?

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Re: Skill system

Post by Steelpoint » 19 Aug 2017, 00:24

I dislike forbidding marines from swallowing pills, I can no longer give a marine a pill so I can focus on someone else, now I have to force feed everyone since now marines are incapable of guiding a pill to their mouth.
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Re: Skill system

Post by completelynewguy » 19 Aug 2017, 00:26

Steelpoint wrote:I dislike forbidding marines from swallowing pills, I can no longer give a marine a pill so I can focus on someone else, now I have to force feed everyone since now marines are incapable of guiding a pill to their mouth.
That better be a joke. Because I can't see how a marine seems incapable of eating a pill-shaped item, unless there's a flavor text that is in the way that says "You're unsure about what you're taking."

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Re: Skill system

Post by xywenx00 » 19 Aug 2017, 00:27

I'm sure the skill system will be adjusted as it just came out.
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Re: Skill system

Post by NoahKirchner » 19 Aug 2017, 00:29

The not being able to take pills seems frustrating, I think it would be better to not allow people without the medical skill to identify pills or pill bottles.
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Re: Skill system

Post by Tidomann » 19 Aug 2017, 00:36

NoahKirchner wrote:The not being able to take pills seems frustrating, I think it would be better to not allow people without the medical skill to identify pills or pill bottles.
Interesting idea- but the set pill designs would still help veteran players- until somebody accidentally ODs on default peridaxon thinking it's bicard. If it could be tweaked and coded it could work- but I don't see how you could mask the pill name if the pill bottle is labelled and marines just powergame it.

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Re: Skill system

Post by NoahKirchner » 19 Aug 2017, 00:38

Tidomann wrote:Interesting idea- but the set pill designs would still help veteran players- until somebody accidentally ODs on default peridaxon thinking it's bicard. If it could be tweaked and coded it could work- but I don't see how you could mask the pill name if the pill bottle is labelled and marines just powergame it.
Well you'd have to change the way that pill bottles are labeled.

With pill colours, maybe randomise them every round like wires?
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Re: Skill system

Post by Feweh » 19 Aug 2017, 00:42

"sicktrigger: especially the weapon stats change.


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Re: Skill system

Post by sicktrigger » 19 Aug 2017, 00:44

i don't want exact percentages or anything, just a vague understanding of who is getting buffed/debuffed of what weapons
So this is what cluwning feels like?

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Re: Skill system

Post by sicktrigger » 19 Aug 2017, 00:46

is it really too much to ask to know whether "Okay, I am a medic, this means I have better training with the SMG than the rifle" etc. is true or not
So this is what cluwning feels like?

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Re: Skill system

Post by xywenx00 » 19 Aug 2017, 00:50

sicktrigger wrote:is it really too much to ask to know whether "Okay, I am a medic, this means I have better training with the SMG than the rifle" etc. is true or not
The update has just been released. I'm sure a guide on the wiki will soon be released.
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Re: Skill system

Post by Creeper Joe » 19 Aug 2017, 00:59

Power Loaders go ludicrous speed when you're piloting them as CE, only big thing I noticed. A lot of smaller changes in construction speeds and the like.

But the pill thing is retarded it needs to go.

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Re: Skill system

Post by Snypehunter007 » 19 Aug 2017, 01:00

Pretty sure it's a bug, calm down.
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Re: Skill system

Post by Cairath » 19 Aug 2017, 02:39

Noticed the CMP has a very high CQC skill, highest so far. Have yet to try it, but would this mean stronger punches and disarms?
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Re: Skill system

Post by Bmc777 » 19 Aug 2017, 02:40

We'll be changing how pills currently function, it doesn't make sense physically but it's just placeholder until we can figure out a better way of handling them. NoahKirchner's idea is particularly interesting.

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Re: Skill system

Post by Steelpoint » 19 Aug 2017, 02:44

I wonder if it is possible to make it that medical personnel can see the med pills as they appear now, but everyone else sees them as a random assortment of differently sprited drugs.

Would not interfere with a medic/docs ability to do their job, but make it impossible for a standard to tell what a drug is
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Re: Skill system

Post by Bmc777 » 19 Aug 2017, 02:50

That's something I was thinking about. It is possible, might go with that option, not sure yet.

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Re: Skill system

Post by WinterClould » 19 Aug 2017, 07:32

The idea of non medically trained people not being able to tell what type of pill they've just been handed if pretty damn good. 20x better then this place holder. Can people even take space drug pills as is? Like if they buy them from a blackmarket RO? Asking for a friend.
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Re: Skill system

Post by Bronimin » 19 Aug 2017, 08:25

Don't change the sprites. Don't make marines blind as well as illiterate, they still aren't allowed to take pills from a bottle labelled 'take to help with your pain'. The only reason that a chemist would ever change sprites is so that if you are a dumbfuck marine you might be able to figure out that the red ones are for treating brute damage and the purple ones help you if you are puking blood. Randomise the STARTING pill colour and shape for each type of medicine, sure. Maybe take away the ability to label individual pills and cut out that dialogue in the chemmaster and simultaneously make medicine production faster and easier.

Having to cram pills down people's throat instead of giving them one and telling them to grab a bottle of water to take it with is frustrating. What is roleplay? It doesn't really affect savvy marines anyway because those guys will dissolve pills in coffee cups and then chug that to get around this arbitrary nonsense.

Anyway, looks like a stealth ERT buff (probably the death squad in particular), maybe predator, as well, as no one else has 'specially trained' firearms skill. I still think that the bridge crew have way too much medical knowhow (the same as the squad medic, according to the stats on the wiki) but that is another complaint.

Skills with weapons are not broken down by weapon, but rather weapon type (MELEE, CQC(fists, disarming, grabbing) and FIREARMS as well as HEAVY WEAPONS and SMARTGUN)

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Re: Skill system

Post by darkwahn » 19 Aug 2017, 14:42

It'd be kinda nice to have a "hobby" skill thing you could put in that gives you like, a minimal but still pertinent buff to a skill level.

I know it's not going to happen, just think it'd be reasonable.
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Re: Skill system

Post by Stripetail » 19 Aug 2017, 14:52

Bmc777 wrote:We'll be changing how pills currently function, it doesn't make sense physically but it's just placeholder until we can figure out a better way of handling them. NoahKirchner's idea is particularly interesting.
I posted a thought on another threat, but I'll offer it here as well.

What if the delay of administering a pill to a concious patient was removed or lowered dramatically, maybe scaling with player population? This could make it much quicker to treat patients when it is a high pop round, and there are already rules in place to prevent griefing which would weed out any nefarious medics/doctors. Perhaps have an IC tab option that will have you either accept all pills forced into your mouth, or not accept any (which would then just use the old system of a delayed pill forcing)

Keep the delay for unconcious patients or dead patients because it would make more sense to have to force a pill down their throat.

This could be a boon for medics especially on high pop, where seconds count and you need to treat a patient quickly and move on to the next.

Of course it's just a thought, but I think it could be a benefit.
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Re: Skill system

Post by Bmc777 » 19 Aug 2017, 20:45

darkwahn wrote:It'd be kinda nice to have a "hobby" skill thing you could put in that gives you like, a minimal but still pertinent buff to a skill level.

I know it's not going to happen, just think it'd be reasonable.
It's reasonable and already in discussion. Requires a bit more work to allow players to pick a skill as it would have to be chosen before the round and requires some extra UI work. We're also not sure how many of these type of points we're going to allow, likely only one though.

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Re: Skill system

Post by StephenNelson » 19 Aug 2017, 21:59

sicktrigger wrote:is it really too much to ask to know whether "Okay, I am a medic, this means I have better training with the SMG than the rifle" etc. is true or not
This. You don't have to post the source code, but it's unreasonable for a marine not to have IC knowledge of which weapon(s) they are most comfortable with.

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Re: Skill system

Post by darkwahn » 20 Aug 2017, 01:13

Bmc777 wrote:It's reasonable and already in discussion. Requires a bit more work to allow players to pick a skill as it would have to be chosen before the round and requires some extra UI work. We're also not sure how many of these type of points we're going to allow, likely only one though.
Oh, nice. I'm glad that's actually being done, ty for the response.


Imo, only one will work, it's enough to be "realistic" for the amount of self training someone would have to have to matter.
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Re: Skill system

Post by misto » 20 Aug 2017, 18:14

good, hard-coding this sort of thing is much better than relying on honor system, admin spying and snitch reports to police who's allowed to do what

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