"skill points"

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Siserith Vassada
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"skill points"

Post by Siserith Vassada » 01 Feb 2016, 16:17

Summary (a quick, 2-3 sentence summary):a system in which you can set the skills you spawn with for each class/job that give diffrent failure rates and stats such as gun accuracy close quartars skills etc, each class would also have different amounts of points to spend, a standard who is also a multi role person for basic jobs(imo) would have more points than say a doctor (enough so that they could have say... basic skills in many fields) who is supposed to specilise in diffrent positions, i.e. surgeon, chemist, and first aid, diffrent jobs would also lock out certain skills, i.e. no one but a doctor would be allowed to set skills in surgery, doctors and engineers would have very limited max combat skills, and be locked out of each others fields, specs would be only able to spend in combat role skills but have extra points and skill levels available due to their training, squad leaders would be able to spread out their skills across many fields to be able to do multiple jobs in a pinch or somthing,

Edit: also engineering could have a quality or durability level increase on stuff from a say construction skill
Benefits (How this will benefit the server and game as a whole):incentive to play your role and stay in it.

Details (Description of how you think this would work, the benefits, etc):a point system that you can allocate per class with different amounts of points/level maxes/available skills depending on job

Implementation (Optional, if you have an idea how to implement it):add an extension to the job preferences menu
Last edited by Siserith Vassada on 01 Feb 2016, 16:25, edited 1 time in total.

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Sargeantmuffinman
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Re: "skill points"

Post by Sargeantmuffinman » 01 Feb 2016, 16:23

This is similar to what I had in mind for part 2 of the knowledge system,without the skills and have it all to be at a fixed level.
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Fox009
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Re: "skill points"

Post by Fox009 » 01 Feb 2016, 16:23

Personally, I'd LOVE to see a system like this, however, it might be better for a HRP server then this one. I'm also unsure how you'd actually implement it in character creation. It'd be a ton of work as well because you'd have to code in interaction success and failures and criticals for everything the skills would work with.

I do think this would be a great idea though, it'd just be very difficult.

Also, if you were to implement a system like this you should grant each role a bonus to one or two skills. That way a Doctor is at least going to have one point in medical or a soldier will have one point in firearms. The soldier should also have a higher firearms skill cap then a maintenance tech as well.

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Re: "skill points"

Post by forwardslashN » 01 Feb 2016, 16:39

Neutral.
I like the idea of a skill system, I really do, but based on my experiences with another SS13 game that shall not be named, such a system just compounds RNG on RNG and isn't entirely fun. That said, implementation matters, and I'm sure there would be a way to make a skill system work properly. It's a large undertaking, so I'd rather see other things take priority.
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MrGabol100
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Re: "skill points"

Post by MrGabol100 » 01 Feb 2016, 17:07

Of course not, appart from hard to implement completely uncalled for and game-breaking system -1.

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Gentlefood
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Re: "skill points"

Post by Gentlefood » 01 Feb 2016, 18:06

Ideally this system could be neat and fun. Ultimately this system will be extremely hard to implement in a reasonable fashion that promotes good, fun, gameplay. And also starts inflicting restrictions on player characters and whatever roleplay they want to do.

Also why would engineers have shit gun training? Everyone but the doctors are part of the marines.

So -1 unless you have a very solid, concrete method of implementing this that is neither overpowered nor gimping.

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Re: "skill points"

Post by Seehund » 02 Feb 2016, 05:45

-1.

This seems like one of those things that really aren't needed - no necessity for artificially imposed hurdles, really. Plus, seems like something quite time consuming to code(?)
Gentlefood wrote:Ideally this system could be neat and fun. Ultimately this system will be extremely hard to implement in a reasonable fashion that promotes good, fun, gameplay. And also starts inflicting restrictions on player characters and whatever roleplay they want to do.

Also why would engineers have shit gun training? Everyone but the doctors are part of the marines.

So -1 unless you have a very solid, concrete method of implementing this that is neither overpowered nor gimping.
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Re: "skill points"

Post by Tristan63 » 02 Feb 2016, 16:23

While this could work with the pre-set skills thing that don't have any affect as far as I know, it wouldn't make sense to actually have. Unless you got people looking through records or something.

-1

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Re: "skill points"

Post by qsleepy » 03 Feb 2016, 14:43

-1 too messy
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Re: "skill points"

Post by Lostmixup » 04 Feb 2016, 12:30

It sounds cool, but would end up blatantly making certain ways of distributing points better than others.
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Re: "skill points"

Post by apophis775 » 05 Feb 2016, 05:46

I have a feeling, this would just piss literally everyone on earth off.

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MrGabol100
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Re: "skill points"

Post by MrGabol100 » 05 Feb 2016, 08:35

apophis775 wrote:I have a feeling, this would just piss literally everyone on earth off.
It's not a feeling if it's a fact.

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Re: "skill points"

Post by apophis775 » 09 Feb 2016, 15:45

Yeah, Denied. We have enough salt.

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