Nifu Posted August 30, 2014 Share Posted August 30, 2014 According to the previous stretch goal information there is eventually going to be a skill tree and experience system. I'm looking forward to this feature in a future release and thought I'd offer some suggestions on the subject. A skill system should promote team work without eliminating features of the game from a single user (ie. you can't farm unless you have the skill). In essence, everyone should be able to do everything that is contained within the game, but if you're skilled in said task than you perform it better. Examples: [B]Hunting[/B] [LIST] [*]Higher damage versus animals. [*]Faster harvesting time. [*]Higher percentage chance to find additional meat on the animal. [*]Higher percentage chance to find additional hides on the animal. [/LIST] [B]Medicine[/B] [LIST] [*]Ability to apply bandages, splints, painkillers, and antibiotics to others. [*]Apply bandages quicker and to greater effect. [/LIST] [B]Construction[/B] [LIST] [*]Craft items faster than normal. [*]Crafted items have a higher durability. [*]Less materials required to repair an item. [*]Build, repair, and upgrade time reduced. [/LIST] [B]Scavenging[/B] [LIST] [*]Faster looting of NPC structures such as cabinets, backpacks, suitcases, etc. [*]Higher percentage chance to find a larger quantity of an item. [*]Higher percentage chance to find rares. [*] [/LIST] [B]Scout[/B] [LIST] [*]Ability to share your map with others. [*]Larger radius of fog of war/map revealed through movement. [*]Additional stamina. [*]Superior vision at night. [/LIST] [B]Gatherer[/B] [LIST] [*]Harvest stone, ore, and wood faster. [*]Higher percentage chance for a larger yield on stone, ore, and wood. [*]Higher percentage chance for a larger yield on grass and flowers. [/LIST] The aforementioned skill suggestions are merely examples, but offer an idea of the concept behind the overall feel of the system. In my opinion, it allows every user to experience the game in its entirety while at the same time fostering specialization among players so that each individual feels they are a significant contribution to their team. The skills should be balanced in such a way that a player desires to have them ALL, but simply can't due to the numeric systems in place that prevents the ability to max every skill. This ensures cooperation and tactical decision making among groups. In closing, I'm not familiar which route TFP are deciding to take the skill system, but I figured I'd offer one player's perspective. Either way I'm looking forward to its implementation as I feel it'll add a lot of diversity to the game. Link to comment Share on other sites More sharing options...
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