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More skill system suggestions!


Hyperbolt

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This is just a thread of me sharing ideas about the skill system in alpha 17!

 

What if level gates were removed on the attributes, and also had their max level removed?

For balancing:

- Cut down attribute effect by half (ex: every level in fortitude increases max health by 5.)

- The first 10 levels in an attribute cost 1 skillpoint, levels 11-20 cost 2 points and 21 onwards cost 3 points.

The perks attribute-level requirement will be adjusted to fit the new scale.

(Example: lets say you need intellect 20 to craft a gyrocopter. To get to int 20 you need to spend 30 points, plus 5 point in grease monkey, for a total of 35 points. If you get about 5 point for completing the starter quests, that means the very earliest you can max out some of the perks would be at level 30. That seems early, but remember that your character is good at nothing exept crafting vehicles and high quality stone tools.)

 

Nice things with this system:

No level gating, meaning you can specialize in preferred perks faster

No hard cap in respective attribute, meaning you could technically reach up to 300 max health for example. Expensive, but possible.

 

The bad stuff with this system:

More points needed to spend on attributes to be able to max out certain perks.

 

Does the nice things outweigh the bad?

Thoughts about this system?

 

(I just noticed another person had just about the same idea in another thread, so the credit for this idea goes to that person!)

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