Official-Outcast13 / Fallout-13

The codebase for the Outcast 13 server.
https://outcaststhirteen.wikia.com/wiki/Outcasts_Thirteen
GNU Affero General Public License v3.0
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Proposal: RND replacement, skills, crafting #81

Open AndrewL97 opened 6 years ago

AndrewL97 commented 6 years ago

Proposal:

Players hold tech points, rather than a research server. They increase tech points by gaining experience, through breaking down items or creating items in relevant tech-trees, performing related activities, etc.

Reasoning:

How it will work:

Crafting Recipes

Increasing "Skills"

Gameplay example:

Tinkerer Tim (Tim, for short) wants to make generators, so needs to learn engineering + power (if say, a General Generator needs level 2 Engineering, and Level 4 Power).

Tim has already reached level 2 Engineering, when found an old warehouse with some tools to break down, and an instruction manual.

Tim puts his Notepad on his belt slot for +5% experience gain.

He crafts Tinkering Tools using a screwdriver, wrench, pen and glass (for magnification of course).

Tim has recently found a large duffelbag of batteries, some high powered, but mostly basic power cells. He also has some spare tools he doesn't need. He won't get much experience from the high powered cells yet, because he is too low level. So he starts off by tinkering down the basic power cells, which will give him the most efficient experience rate. After reaching level 2 power, he isn't getting as much from the basic cells, so breaks down the few high-powered cells he has.

This only just pushes him to level 3, so he has to either craft some Power items (like batteries), or find something new to tinker down. He decides to sacrifice his laser pistol, which also nets him a bit of gunsmithing experience.

Now he has the experience he needs, he needs to craft an machinist workbench to make circuit boards and parts.

The basic machinist tools require 2 screw-driver, a basic power-cell and 5 cables. (a screwdriver, cell and cables gets jury-rigged into a soldering kit).

Tim has now set up his workbench, and traded in town for some more materials to make components. He creates his generator circuitboard, and builds himself a generator. He can finally power his airlock, and build the pillow-fort he wanted.

(Later on, Master Electrician Tim was kidnapped by the brotherhood of steel for his skills, after their only engineer was electrocuted)

Sansaur commented 6 years ago

Even if I find the idea interesting, it still has some problems and creates limitations on a really sandboxy experience that is ss13. I like a lot the idea of people being useful because of them being able to be the only ones able to do X thing.

But the problem here comes from farming experience, getting levels, and all that... on a volatile game, basically before you can be useful you'd have to "farm" it, IF we add this I'd rather have skills to not be farmed at all, they should be thought in detail about what should they do and then added into character creation. The only "farming" there should be is the materials. (EX: "I want to play as an intelligent BOS Scribe that also happens to be a doctor, but oh, before I can do anything correctly, I have to perform 10 surgeries on random dead wastelanders without any regards for my character's backstory")

And final note, "chances" ruin tabletop rpgs for me, let's try to not make any skill about "increasing chances".

CoconutRanger commented 6 years ago

I like the Idea I just think we should have it so you have Stat points to start the game with in your character creation. (10 as a placeholder) lets say you want to be a kickass doctor but want to go a little bit into Mechanics. Put 7 in med and 3 mechanics and work your way up. That way we can still have progression and have the fluff background babys entertained.

AndrewL97 commented 6 years ago

@Sansaur @CoconutRanger I am totally up for stat points in character creation. How do you guys feel about certain starting stats unlocking extra gear to start with? Like, picking 5+ in medical lets you choose a doctors back, with the usual kit of surgical gear or botany/survivalist gives you a pouch of random seeds, etc.

Also Sansaur, those chances like increasing plant stats, or failing surgery checks already exist. I am just talking about adding a couple of buffs to them if you're skilled.

Sansaur commented 6 years ago

Hmm, well, that thing of getting extra choices on character creation based on stat is a good idea, yes.

And well, what we need now is the breakdown of skills, which skills should there be? What are they supposed to do? Like I said in Discord, too broad defats the purpose of uniqueness, and too specific makes it too inconvenient.

What I mean with "Too broad" is this:

Crafting, if you have crafting you can craft everything, so if you just want to be a "soldier that can make his own weapons", you also know how to build a cabinet, and reinforced walls, and sculptures, and grenade casings, and machine assemblies, and instruments made out of glass.

And with "Too specific" it'd be breaking down "Crafting" into too many parts

So yeah, I suggest just brainstorming ideas and we pick the better ones, for me I'd suggest something like this alongside a 4 level system:

CRAFTING

SCIENCE

UTILITY

AND IF AND ONLY IF THERE SHOULD ALSO BE "PHYSICAL SKILLS" (To level the playing field with the "smarties")

PHYSICAL

And well, I've thought of a 4 level structure like this:

BASIC = 0 INTERMEDIATE = 1 ADVANCED = 2 SUPERB = 3

Which, with a 10 point system, you could get 3 things to SUPERB, and 1 to INTERMEDIATE. with an average of 5 things in ADVANCED. (I find this a bit too much and maybe a 6/8 point system with this is better)

And finally, an example for each section

Metalworks 0 = Screwdrivers Metalworks 1 = Fire extinguishers / Basic Ammo Metalworks 2 = Better welding tools / Strong Ammo Metalworks 3 = Turret frames / Machine casings

Medicine 0 = Surgeries almost always fail anywhere that isn't an operating table Medicine 1 = Surgeries are plausible anywhere but will have failures anyways, +2 beneficial reagents Medicine 2 = Surgeries are plausible anywhere, +3 beneficial reagents Medicine 3 = Surgeries are infailible anywhereand really fast , +5 beneficial reagents

Farming 0 = You can't even plant anything that doesn't die outside of the vault (Or outside of hydroponic trays) Farming 1 = Your plants will have a chance to live outside of the vault, and animals aren't likely to breed but they might Farming 2 = You can plant outside of the vault and keep an eye of many important factors for plants, animals breed every once in a while. Farming 3 = Your plants are strong, animals are frisky

Strength 0 = Basic human Strength 1 = You'll be able to carry a backpack full of stuff and still not be heavily weighted Strength 2 = You can go around with armors and backpacks at regular speed, and also resistance to toxins Strength 3 = Higher chance to push on disarm, grabbed people have a lower chance to break free, harm deals more damage, 25% faster getting up after being stunned or weakened and less chance of being knocked down on melee combat.