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Author Topic: Limit experience gaining to nerf training installations (danger rooms etc).  (Read 5966 times)

Hyndis

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Tangent on skill synergies:


Synergies are quite interesting. What do you think would be a viable skill boost from a synergistic ability? Half maybe? Or a third?

For example, if you have a level 12 weaponsmith who is also a level 0 armorsmith, should he function as a level 6 armorsmith? Or as a level 4 armorsmith?

If all metalworking skills were synergistic with each other (which does make a certain amount of sense, as its all working with metal on a forge), and could a dwarf who is a legendary weaponsmith, legendary armorsmith, legendary blacksmith also function as a legendary metalcrafter even if the dwarf has 0 skill in metalcrafting?

But on the flipside, could synergies boost skills beyond legendary+5? What if you have a dwarf who is legendary +5 in all metal working skills? As they're all synergistic with each other would there be any benefit, or should synergies only be beneficial for dwarves who have yet to reach maximum skill in any given job? If a dwarf is already legendary+5 does he really need any bonuses? Of course if synergies can apply to boost a skill beyond legendary+5, then new skill levels must be created in the game engine to use these synergies.

Maybe the very high skills, like legendary+10 or +20 can only be reached through synergies? The individual skills are still capped at +5, however through synergies they can be boosted even higher.

These could apply to any skills that work together well, including military. A warrior skilled with an axe should be much better at using a sword than a new recruit is, even if the axedwarf has no prior experience with a sword.
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10ebbor10

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My original suggestion was to do away with the entire skill level system(at least in mechanics, not in representation), and replace it with a enormous amount of subset skill. Experience gain would be represented by each of these subset skills being fulfilled and improved. Some subset skills would be used by multiple skills, while others wouldn't. Which subset skills the dwarf learns first depends on what you make him do. So constant mug/stone craft production would be beneficial to the engravement skill, but having the stonecrafter make heavy items would benefit the mason skill more.

As said before, this solves using a single repetitive task for training up to legendary, and unites skills a bit more. Skill synergies in this way don't provide any boosts, they just mean that the same subskill can be used for multiple things (Same as if the experience were shared.). So no boosting above legendary +5 (Though getting there without crosstraining might be quite a lot harder.)


For ease of representation, the skill systems is probably best preserved, if only in name.

((There was a thread, not mine, about this))
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