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Thread: Skill system

  1. #1
    -Thievery Ideas-

    *Skill System
    All players have a variety of skills they can choose from to make there experience more exciting. All players start out with six points to put in to their skills but can only put in the max of 3 per skill. Each them has there own skills that will make them unique to the other team.
    >Thief Skills<
    Sneak- Makes it on how much sound you make depending on your level.
    1st level = 25% less sound
    2nd level= 50% less sound
    3rd level= 75% less sound
    Trap disarm- Based on how good you are at disarming a trap without it going off.
    1st level= 20% chance
    2nd level= 40% chance
    3rd level= 60% chance
    Acrobatics- Based on how “high” you can jump.
    1st level= You can jump over a big box
    2nd level= You can jump over a horse
    3rd level= You can jump a tree
    Potion Lore- Based on “how long” potions last and there effectiveness.
    1st level= 5% better with potions
    2nd level= 10% better with potions
    3rd level= 15% better with potions
    Pick Pocket- Based on how well you can steal loot off guards (potions, gold, rations / NOT WEAPONS)
    1st level= 30% chance
    2nd level= 50% chance
    3rd level= 70% chance
    Back-Stab- With the use of a dagger to perform a devastating attack.
    1st level= Minor damage
    2nd level= Good damage
    3rd level= Critical damage

    >Guard Skills<
    Strength- Determines how hard you hit.
    1st level= Weakling
    2nd level= Hard hitter
    3rd level= Battering ram
    Disarm- Allows a guard to disarm a thief.
    1st level= 10% chance
    2nd level= 20% chance
    3rd level= 30% chance
    Athletics- Determines how fast you move.
    1st level= Turtle
    2nd level= Horse
    3rd level= Cheetah
    Sense- Determines how well you hear.
    1st level= Good hearing
    2nd level= Great hearing
    3rd level= 6th sense like
    Tracking- How well you notice footstep prints.
    1st level= Novice tracker
    2nd level= Good tracker
    3rd level= A ranger
    Willpower- How well you can resist drugs. (Crack arrows)
    1st level= Minor resistance
    2nd level= Lesser resistance
    3rd level= Ok resistance
    No Mr. LuckyNugget RabbitKing luck nuggets are for the youth.

  2. #2
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    Hmm... Nah, I don't agree with that. That would fill the game with boring stats.
    JM

  3. #3
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    I like that idea.

    Perhaps they can add it in so you can personalize your character more.

    The stats would be chosen then, and after that would be pretty much set in stone until you create a new character.
    "I can teach you how to bottle fame, brew glory,
    even stopper death - if you aren't as big a bunch
    of dunderheads as I usually have to teach." -- Professor Severus Snape.

  4. #4
    One of the things I've liked about first person games is that everyone starts out on equal footing, barring their own personal skill. While this is more true for other first person games, such as UT, where each team is essentially identical, it still holds true for Thievery.

    This is a far cry from skillpbased game systems, which essentially pit a player against his ability to develop a skill tree, rather than against an actual opponent. I'd vastly prefer Thievery stay that way. One player's skill against the other's.

    I won't even get into the already far steeper learning curve this game has as compared to others. Adding a skill system like that would simply make it too overwhelming for a new player.

  5. #5
    Member The Dragon's Avatar
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    Sorry, but I like Thievery the way it is. If you want all that skill stuff, play Diablo II or D&D.
    Dragon: Unforgiven Keeper. Swift, silent, smooth-talking. Militaristic, a formidable opponent. Winner.

  6. #6
    Member Machine's Avatar
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    I'm all for a little role playing and personlisation of our theify and guardy characters, (I would REALLY like to see more skins/avatars in game) but I have to disagree, the game would become based around who played the most, (therefore who had the highest skill levels)

    And unless the characters were held on a server somewhere and somehow whats to stop players hacking their characters and coming on as uber thieves?
    ~TuF~

  7. #7
    Quote Originally Posted by LaughingRat
    One of the things I've liked about first person games is that everyone starts out on equal footing, barring their own personal skill. While this is more true for other first person games, such as UT, where each team is essentially identical, it still holds true for Thievery.

    This is a far cry from skillpbased game systems, which essentially pit a player against his ability to develop a skill tree, rather than against an actual opponent. I'd vastly prefer Thievery stay that way. One player's skill against the other's.
    I concur.

  8. #8
    Member Nachimir's Avatar
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    Quote Originally Posted by Lurox
    That would fill the game with boring stats.
    Quote Originally Posted by LaughingRat
    One of the things I've liked about first person games is that everyone starts out on equal footing, barring their own personal skill.
    Quote Originally Posted by The Dragon
    If you want all that skill stuff, play Diablo II or D&D.
    Thievery is hard enough to get to grips with for a newbie, even without extra stats and options. IMO loadouts make the roles as customisable as they need to be, and roleplay type stats work better in single player games than multiplayer.

  9. #9
    Good idea... for System Shockery 2.

  10. #10
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    Quote Originally Posted by The Dragon
    Sorry, but I like Thievery the way it is. If you want all that skill stuff, play Diablo II or D&D.
    That's not what I'm saying.

    I'm saying we choose skills at the beginning when we create our characters, but then we can't add skills on.

    We choose what we are best at first, but then nothing can be changed or added on.
    "I can teach you how to bottle fame, brew glory,
    even stopper death - if you aren't as big a bunch
    of dunderheads as I usually have to teach." -- Professor Severus Snape.

  11. #11
    Quote Originally Posted by Taffergirl
    I'm saying we choose skills at the beginning when we create our characters, but then we can't add skills on.

    We choose what we are best at first, but then nothing can be changed or added on.
    The arguments about player skill still stand, though. What's being suggested is a method of implementing character skill, rather then the player's own personal skill at the game. Not a good idea for a competetive online game.

    And the argument about difficulty to learn the game is even more overwhelming.

  12. #12
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    Quote Originally Posted by LaughingRat
    The arguments about player skill still stand, though. What's being suggested is a method of implementing character skill, rather then the player's own personal skill at the game. Not a good idea for a competetive online game.

    And the argument about difficulty to learn the game is even more overwhelming.
    I still disagree.

    Each of us is different and likes using different tactics, and expecting everyone to perform the same way is dumb.
    "I can teach you how to bottle fame, brew glory,
    even stopper death - if you aren't as big a bunch
    of dunderheads as I usually have to teach." -- Professor Severus Snape.

  13. #13
    Quote Originally Posted by Taffergirl
    Each of us is different and likes using different tactics, and expecting everyone to perform the same way is dumb.
    Who said anything about expecting everyone to perform the same way? I rather hope they won't. In fact, it's the difference in performance (personal skill) that I like about most competetive first person games.

    And again, there's the learning curve issue. There's already quite a bit for new players to learn, without also having to remember a list of different skills, their levels, their costs, and their ingame effects.

  14. #14
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    Quote Originally Posted by LaughingRat
    Quote Originally Posted by Taffergirl
    Each of us is different and likes using different tactics, and expecting everyone to perform the same way is dumb.
    Who said anything about expecting everyone to perform the same way? I rather hope they won't. In fact, it's the difference in performance (personal skill) that I like about most competetive first person games.
    I find that personal skill has very little to do in the way of how much noise you make while you creep even.

    I find that the game makes thieves too noisey. I'd like to change at least that part.

    Give a thief a choice between... wait... new thread. Different topic.
    "I can teach you how to bottle fame, brew glory,
    even stopper death - if you aren't as big a bunch
    of dunderheads as I usually have to teach." -- Professor Severus Snape.

  15. #15
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    Well, it doesn't have to be exactly that way. How about a class system based on that? Your stats depends on your class, *and they do not otherwise change*. (Thus you wouldn't TRACK stats.) You can only change class except when you first enter a map. Moreover, available classes could be defined by the server admin, through the use of configuration files perhaps. A few default classes could be offered just in case.

    Here's how I would lay the options given such a twist. All options are a decimal value from -1 to +1, with 0 as the usual/default behavior. Sometimes the extremes are useless, they are shown as reference only. (Or maybe the admin wants to allow really wild classes.)

    Energy: -1 means minimum HP (1HP?), +1 means double health than usual.
    Strength: -1 means can not cause any damage at all, +1 means any hit kills.
    Constitution: -1 means can die from any energy loss, +1 means invincible (useless).
    Jump: -1 means can't jump, +1 means wild jump capabilities.
    Speed: -1 is immovable (useless setting), +1 works just like the speed potion.
    Sense: -1 means deaf, +1 means wildy sensitive to all sounds in a level.
    Noise: -1 means totally silent, +1 means noisy beyond belief.
    Vision: -1 means blind (to characters), +1 means can spot anywhere in the dark.
    Presence: -1 means can never hide in dark (always can be seen), +1 means total invisibility.

  16. #16
    Quote Originally Posted by Yenzarill
    Quote Originally Posted by LaughingRat
    One of the things I've liked about first person games is that everyone starts out on equal footing, barring their own personal skill. While this is more true for other first person games, such as UT, where each team is essentially identical, it still holds true for Thievery.

    This is a far cry from skillpbased game systems, which essentially pit a player against his ability to develop a skill tree, rather than against an actual opponent. I'd vastly prefer Thievery stay that way. One player's skill against the other's.
    I concur.
    Ditttttoooooo.

  17. #17
    Yeah I agree with LR, this "skill building" would only clutter the game and make it even more confusing for newbies. So NO!

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