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Author Topic: skill children/parents  (Read 1451 times)

blizzerd

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skill children/parents
« on: December 06, 2010, 01:31:28 pm »

some skills should be the parent skill of others

if a dwarf trains weaponsmithing, it seems illogical he does not learn a bit of experiance usefull when doing other types of smithing

same for plant processing and cooking

same for herbalism and farming

etc...

we should be carefull not to just overall increase experiance gain with this, we do nto want to make skill learning too easy...
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Aramco

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Re: skill children/parents
« Reply #1 on: December 06, 2010, 05:25:17 pm »

So... you get weaponsmithing skill from metalcrafting? And stuff like that?

Makes sense.

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Aspgren

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Re: skill children/parents
« Reply #2 on: December 06, 2010, 06:48:17 pm »

No it does not make sense.

If you say a legendary weaponsmith have an easier time LEARNING metalcrafting when he's actually metalcrafting.. that i can understand. but a dwarf attaching a handle to an axe and suddenly realising something about iron cabinets?

No.
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dree12

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Re: skill children/parents
« Reply #3 on: December 06, 2010, 07:09:31 pm »

Skill Synergy has been suggested numerous times... this is one most recent.
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MiniMacker

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Re: skill children/parents
« Reply #4 on: December 06, 2010, 07:17:44 pm »

Yes please.

Increasing Armorsmithing should also increase Weaponsmithing by, I don't know, a 1/4? 1/8? Or, like Aspgren said, boost the learning experience.
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zwei

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Re: skill children/parents
« Reply #5 on: December 07, 2010, 02:51:34 am »

Of course, "learning bonus" is better than straight up skill gains - it makes sense to make few crappy things while you learn, but it adds one issue:

How do you communicate this info to player? Therapist is out there, but otherwise ...

... but a dwarf attaching a handle to an axe and suddenly realising something about iron cabinets?

No.

Why not?

I find "Dwarf that spent year making armor knowing nothing about how to work iron to a table" equally worthy of "No."

And while we are at it, i would not trust carpenter who was making only barrels to make decent cabinet...

---

King_of_the_weasels

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Re: skill children/parents
« Reply #6 on: December 07, 2010, 04:14:37 am »

That's why you split up carpentry too.  Coopers would make barrels * and I guess bins too for simplicity sake, buckets too cause there like little barrels*. I don't know the technical terms for other types of carpenters so I'll just leave it at that.  Skill synergy would definitly have to be in to make fortress mode playable, but the seperate skills make for better towns, when proffessions mean anything to them that is. 
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Aspgren

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Re: skill children/parents
« Reply #7 on: December 07, 2010, 11:15:44 am »

Why not?

Because:
1. it would interfere with game mechanics to a great degree. a dedicated weaponsmith would become a highly skilled metalcrafter and if he then decides to metalcraft 24/7 he'd still get weaponsmithing skills and this would COMPLETELY negate the skill rusting
2. it reduces the value of each separate skill
3. in the real world it doesn't make sense. have you ever built something? sliding drawers and axe handles are VERY different things. just because you put an axe together doesn't mean you solve how to fix a really durable drawer. you will know more about the materials you're using and general logic of the craft, this will make it easier for you to master the drawer once you get started on it. not before
4. you're asking why not cut up carpentry into different categories? .. sure it would make sense to cut it up and maybe even throw in the "skill parents/children" on similar skills like "skilled cabinet/chest maker" .. but that would require a complete overhaul of the skills and making them needlessly complicated IMO
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King_of_the_weasels

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Re: skill children/parents
« Reply #8 on: December 07, 2010, 12:43:12 pm »

I want it more for fluff reasons then game play reasons.
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Dutchling

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Re: skill children/parents
« Reply #9 on: December 07, 2010, 02:29:18 pm »

I like the idea of skill trees (as in: [smithing] is the tree and [armors mithing/weapon smiting/etc] are the branches.
it could be like this:
you have 10.000 weapon smithing XP
and 2.000 armor smithing XP

you will then get a 15% XP bonus for armorsmith xp as long as it is < half the xp of the highest skill in the tree (that is in this vase weapon smithing (10.000xp)

I'm just making up numbers here though :P
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Rowanas

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Re: skill children/parents
« Reply #10 on: December 07, 2010, 04:08:53 pm »

...armors mithing/weapon smiting...

So close, but no cigar :D

I like it. But having the game track even more statistics about every skill of every dwarf is going to get crazy.
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VoidPointer

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Re: skill children/parents
« Reply #11 on: December 17, 2010, 02:57:07 am »

Just a side note on this: Weapon and armorsmithing do have some things in common, e.g. case-hardening techniques, proper forge use... Some skills really do overlap. Some don't. I'd suggest a ceiling on cross-skill learning, e.g. you can't get past Competent Weaponsmith by making armor.
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thijser

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Re: skill children/parents
« Reply #12 on: December 17, 2010, 04:18:30 am »

Well it could have diminishing returns so that you get less experience from this if you already have a high level in the other skill. So that you get say 1/[other skill level]*[experience gained from action]*[relation percentage].
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therahedwig

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Re: skill children/parents
« Reply #13 on: December 17, 2010, 04:44:21 am »

I think the most important fact that is the basis for this would be that both weaponsmiths and armoursmiths know how to deal with metals. So if a weaponsmith would make a horseshoe, he wouldn't have to start at the beginning because he already knows about metalurgy.
This goes for masons/engravers/stonecrafters and carpenters/bowyers/woodcrafters as well, I'd imagine.(perhaps boyers less then the others).

So yeah, it shouldn't go crazy, but it may be an idea to have the game assign different amounts of experience depending on how skilled someone is in similar labours.
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iceball3

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Re: skill children/parents
« Reply #14 on: December 17, 2010, 04:49:22 am »

Why not have a generic skill with each skillset that only makes your capabilities only slightly better compared to the individual skills themselves?
Like the fighter skill!
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