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Original post by Iron Chef Carnage
Wow. That''s an amazing system you''ve got there.
Thx!
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Maybe you could tie this into the intellect stat, or to some other character trait, so that some characters will have extremely good retention while others will only be able to maintain skills with constant practice and training.
Granted, this really works for suspension of disbelief, but if I make it variable, I''m worried about management overhead considering all the other things you have to worry about (loyalty, morale, ship function, missions, etc.). You''d have to worry about the different decay rates of 15 characters + your own if you swapped out skills on all 16.
It may be a moot issue, though. Maybe they don''t need to manage it because it isn''t a central feature of "skilling" up. It''s more of a tacked on bonus. Most RPGs don''t let you even swap out skills; once you get them, they''re hard coded and never go down.
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In addition, I''d like to see skills raise faster when they''re being relearned. If Sgt. Sykes was a 300-level navigator before he was transferred to your craft, and he''s been out of the loop for a while, he should pick it up again faster than some green cadet who''s taking the helm for the first time. I see that the experience level will have an impact on this, since he''s likely to succeed more frequently, but I''m not sure that will be enough to emulate his reaquisition of the skill.
Good point. What sucks is that skill decay REALLY is bupkiss and only exists as a game mechanic, not IRL. IRL it seems that most things are like riding a bike: You never really forget any skill. Of course, if I do this, not only will all 16 characters possibly end up with a bazillion skills, the Intellect limit will be meaningless.
What''s an elegant solution to this? Should there even BE a skill limit? Maybe what I should do to reflect Intellect is not limit the number of skills, but maybe cap skills based on Intellect... That way, there''d be no skill decay to worry about AND a genius would still be differentiated from a mule.
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Next, I have a question about the skill slot system. If a character has 20 Intellect, and thus 4 skills, can he have only four skills total, or can he only have four skills active at any time?
This was supposed to be 4 total, with Intellect representing potential. I''m starting to feel that it should be limited in other ways, though.
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Also, when a skill is deactivated, can that crew member not perform that task, or is it just in a steady state of decay?
I simply hadn''t thought of this. I think originally I had planned that they couldn''t use the skill at all, which makes absolutely no sense as I write this! (Ugh! Don''t you just love LOGIC ERRORS in your design!
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After all, if two Elite gunmen draw and fire, it''s almost certain that both will get the requisite 1 successful test, and so each would inevitably kill the other.
Yes. The Counterstrike-style lethality here is intentional so as to put more emphasis on arms, armor and any other combat stats (accuracy, rate of fire, target acquisition time, etc).
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In all honesty, I''m not sure I fully understand the "experience level" system you''ve described here. I like it, because it allows for some characters to become reliably dominant, which will be a major concern in strategy, but it does seem that a clash of titans will end in a bloodbath.
Two equally equipped opponents WILL massacre each other, which gets rid of some of the "I''m high level, therefore I''m GOD" mentality. Just as in Counterstrike, this shifts the burden from endurance to tactics and strategy.
Two things give the player control here: 1) Various mechanics and equipment allow them to obtain pre-conflict intelligence, so they can see some of what they''re up against. 2) The game world is open ended and has a bowl shaped difficultly level, so that the further you go from your home system, the tougher things get; since it''s also open ended, you can choose what fights you get into.
Combined, I think these two will put a great deal of emphasis on pre-conflict planning.
(Theoretically, anyway.)
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SiCrane''s suggestion of taking that into account is a good one, and I''d like to see an algorithm for comparing experience levels in tests that pit two characters against one another.
I''ll post a statistical workup as soon as I get the chance.
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I''m not sure I like the skill test system. I''m trying to see what it is supposed to be emulating, and I can''t quite figure it out. It seems that the multiple trials would be bizarre in some instances, and the percentage of winning would be bizarre in others.
The multiple trials are supposed to represent the complexity of doing a task (say, diffusing a bomb). Think of each trial being (roughly) a step or group of steps in the process (identify the timer, cut the red wire, etc). The more complex the task, the more steps there are.
Now, in truth, not all steps are of equal difficulty. But it''s a game, after all.
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Taking your example of the wormhole, where Jones has to navigate the complex gravities of the phenomenon, why would he have to win the majority of ten tests? Wouldn''t it just be him and his helm console versus the gravity?
Sure, but the complexity rating is saying that there''d be multiple phenomena to worry while doing the task , such as customizations to the ship to make to compensate for distortions in time-space or whatever.
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If that''s the case, then it would only be a matter of time before he got a good trajectory calculated.
Yes, the scenario was that Jones just drove right into the wormhole. There is a preplanning thing you can do (Projects) where you can idle a crewmember and have him precompute the route. You can do this on the way to the wormhole, or sit outside the wormhole while it''s being done.
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If the number of trials was a function of time, it would seem more intuitive. You can still get multiple trials, but only if you''re going to have the same guy hammering at the same problem more than once.
I think we''re thinking the same thing. Trials show up as a function of time in real-time actions, like diffusing a bomb, repairing a conduit, or performing combat. NPCs have to make a trial every n seconds, or the player plays a mini-game involving moving bars that takes about the same time.
What I neglected to say is that a wormhole jump is an instant action, sort of a "town portal" warp from place to place. It takes only as much time to accomplish as it takes to load the new map.
Instant actions like this (landing, normal docking and combat docking, deploying equipment) still have a complexity rating, but it''s just done all at once. Time is skipped, and the task either succeeds or fails.
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On the other hand, if a boarder armed with a plasma rifle and a defender armed with a laser projector are facing off, they''ll never see more than one trial in their combat.
In combat is another instant action involving multiple trials. There would be (behind the scenes) about 4 trials on average per shot . You as a player would never see this, you would only see the shot. You''d see the Green guy miss more often than an Elite. Then it''d all be about degree of success, armor, HP and equipment.
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Characteristically superlative work, Wavinator.
Thanks for taking the time, especially with something so dry.
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Just waiting for the mothership...