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Author Topic: The skill synergy thread  (Read 4714 times)

Demonic Gophers

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Re: A different approach to skills
« Reply #15 on: October 22, 2008, 07:01:47 pm »

How would statue carving differ from engraving?
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Draco18s

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Re: A different approach to skills
« Reply #16 on: October 23, 2008, 12:41:13 am »

Yes, I meant the skill list of a single dwarf, not ALL the skills in game (that list is going to get infinitely long with time anyway).

Even so, the current system has, say a dwarf with...

Bone Crafting
Wood Crafting
Carpentry
Stone Crafting

Your system would need...
Art
Craft
Wood
Bone
Stone
Planer
Hammer
Chisel

That's 8 skill listings instead of 4.
Even on the most basic level ("I'm a miner!") you go from one skill to three.
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Mike Mayday

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Re: A different approach to skills
« Reply #17 on: October 23, 2008, 03:43:31 am »

You're right.

Oh well, back to the drawing board.
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Tormy

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Re: A different approach to skills
« Reply #18 on: October 23, 2008, 04:53:10 am »

You're right.

Oh well, back to the drawing board.

Hehe, yesterday I read this suggestion of yours Mike, and I've found it a good idea, but overly complicated also. I think that the current system will be good enough in the future even.  :)
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Silverionmox

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Re: A different approach to skills
« Reply #19 on: October 23, 2008, 07:45:16 am »

Still, for moddability skills with several dimensions would be great. Skills should be defined from their subskills, and given a name to be used in-game. That way there still could be synergy from related skills, while keeping the interface simple.
On the other hand, I wouldn't mind a more complicated skill system if it's also more versatile.
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Mike Mayday

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Re: A different approach to skills
« Reply #20 on: October 29, 2008, 01:56:37 pm »

Yeah, versatility is a big plus.

Also, I've just noticed that the "type" is really not necessary, because it is either presumed from the tools used or the attributes involved (mostly agility-combat). I've edited the OP.
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Draco18s

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Re: A different approach to skills
« Reply #21 on: October 29, 2008, 03:46:13 pm »

Material + Tool is pretty old, actually, though I don't think the old one used tool explicitly.
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Mike Mayday

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Re: A different approach to skills
« Reply #22 on: October 29, 2008, 03:49:11 pm »

Yeah, it used to be material+action, which is IMHO less versatile.
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korora

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Re: A different approach to skills
« Reply #23 on: October 29, 2008, 05:38:34 pm »

That's 8 skill listings instead of 4.
Even on the most basic level ("I'm a miner!") you go from one skill to three.

If this suggestion were realized, I think the game should still only expose the top-level skills to the user.  So you'd still just have Mining, Bone Carving, etc., but they'd interact behind-the-scenes in predictable ways.  Maybe there would be a more in-depth screen where you can see the details, but the v-screen would show as it does now.
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Neonivek

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Re: A different approach to skills
« Reply #24 on: October 29, 2008, 05:56:56 pm »

Well we could split up things between Skills and Familiarities
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Mike Mayday

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Re: The skill synergy thread
« Reply #25 on: November 01, 2008, 12:01:05 pm »

Revised the OP and added this to the ESV.
« Last Edit: January 07, 2009, 04:20:07 am by Mike Mayday »
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perilisk

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Re: The skill synergy thread
« Reply #26 on: January 01, 2009, 03:57:50 pm »

Hmmm, I'd rather separate materials from outputs, so a dwarf that does stone crafts all day could also work as a so-so woodcrafter or stonemason.

That said, I would let skills that actually use a tool (pick, axe) to get a boost and provide minor experience for the associated weapon skill. But unless it's part of plan to simplify workshops (say, carpenter workshop replaced by a table, chair, saw, and hammer), I wouldn't add a lot of additional items to lug around.
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SirHoneyBadger

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Re: The skill synergy thread
« Reply #27 on: January 01, 2009, 09:29:03 pm »

I like this idea, including the part about the right tool for the right job. I even think certain skills should require more than one tool to perform more complex jobs.

Take butchering, for instance.
With a knife, you can slaughter an animal, clean it, and butcher it, to a certain degree, into certain cuts of meat.

With a cleaver, you can do more complex cuts, more easily, and it's *very* handy when you're working with frozen meat.

For the most complex tasks, and for the largest animals, what you really need is a bone saw (not a saw made of bone, rather a saw made for cutting *through* bone).

A butcher would also want an apron, a leather strop for sharpening, and some trussing twine.

Ofcourse, you can still butcher with a knife, but having the option to "fully equip" your master butcher, in order to make a wider variety of meat cuts would be entertaining.
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Granite26

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Re: The skill synergy thread
« Reply #28 on: January 02, 2009, 11:12:16 am »

Mental image of a red miasma-esque cloud spreading out of the butchers shop and staining everyone that walks through it with blood.

(The better the butcher skill, the smaller the cloud...)

Whiskey Bob

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Re: The skill synergy thread
« Reply #29 on: January 03, 2009, 03:15:22 am »

Personally I like the current system.  Bleed over for closely related (metalworking skills, woodcraft and carpentry, wood/stone/bonecraft, etc) skills might be a good addition, but the skills should remain distinct.
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