Author Topic: Skill Point System  (Read 4632 times)

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Desmond

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Skill Point System
« on: December 03, 2009, 07:58:56 PM »
How can the player's character improve with time?

Desmond

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Re: Skill Point System
« Reply #1 on: December 03, 2009, 08:00:01 PM »
....astronauts should be able to run systems efficiently as possible and then be rewarded with stats like (run speed +%1.5) and (repair skill increased; repair time decreased)
     I just would like to see it phrased more like MCC so instead of "repair skill increased" it should say "You're getting the hang of this" or "The algae tanks make sense to you and now you've increased their transformation ratio"

Or do we want a diablo style character chart with numeric values for
STR DEX AGI STA?

Desmond

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Re: Skill Point System
« Reply #2 on: December 03, 2009, 08:01:24 PM »
Skill point system eventually?
I.e.

"Congratulations on ascending to Rank 2"
"You have earned 2 Skill Points"
"Pick a Category To Spend them in"

-->Agriculture
-->Biology
-->Mechanics
-->Geology
-->Chemistry/Nutrition

Say you pick Agriculture
-->Agriculture
     --> 5%-10% Chance to get an extra seed, due to expert gardening.
     --> Fertilizer last 5%-10% longer, more intuitive fertilizer placement and portioning
     --> 5%-10% To get double food, due to ability to preserve plant and cut down on waste

Something along the lines of that?




Zaneo

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Re: Skill Point System
« Reply #3 on: December 03, 2009, 08:03:50 PM »
How can the player's character improve with time?

The more you do something, the more muscle memory and effciency you gain. Somebody who has 20 years to work out how something is done, won't be fumbling as much as somebody who has just started. (On average)

If you are talking about how it works then ...

The easier it is to do something, the less rewarding it is. Diffculty = Time Taken * How much work the user actaully has to do.

Then the higher level your are, the more experience  you need obviously.

We could start with two things, the task we think is the hardest and the task we think is the easiest.

We then make a table of sorts...
I.e.
Easiest Task = 1 Experience
               |
               |
               |
Hardest Task = 25 Experience Points

Then we can just place everything esle inbetween
A few things we have to decide on are:
    -> Will there be a level cap? What will it be?
    -> Will you be able to reset your skills? What is the price of resetting?
 
« Last Edit: December 04, 2009, 11:24:26 AM by Zaneo »

pad69

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Re: Skill Point System
« Reply #4 on: December 05, 2009, 10:24:52 AM »
Again the Demo can serve as a tutorial and a base set of skills needed to perform basic survival that everyone needs and then specialized skills develop from there.
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