I was thinking about doing a skill-tree for my previous idea, but... it feels clunky.
Rather, weapon skills are prevalent aside from the armbands. You choose a broad area for your first gun (shotgun, assault rifle, etc) which you can narrow down with more wins
(shotgun)->(semi-auto shotgun)->(low kick semi auto shotgun)->(KSG)
Attachments can also be unlocked, but that's something different~
For instance, let's say a character has played in four matches, won 3, lost 1, and managed to not die from the loss.
They've got a total of five armbands, and have their class set as
(high power)(longrange)(assault rifle)
(pistol)
(heavy melee)
(support grenade)
(armbands: Survivalist, Medic 1, Focus Fire, Track Star, Pack Mule)
This character spawns in with a INAR w/ ACOG/Forward Grip (it dosen't exist
), a M1911, a crowbar, and a red flare.
Survivalist: Much better chance of entering "downed" state rather than dying at 0HP.
Medic 1: This unit can perform basic medical actions, such as reviving one teammate or recovering slight HP.
Focus Fire: Aim+Fire can be done in the same turn.
Track Star: This unit can sprint longer for a lower dexterity stat.
Pack Mule: This unit is not encumbered by heavy weight.
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Just a glance at the system.
Stats are:
Strength. This affects pushing, climbing, etc. rolls.
Dexterity. Dodging melee, jumps, agility rolls.
Will. Very important, as this can help you not die and go down instead (0HP "downed", or bleeding out) and stay awake. Ties in to HP. Deals with save rolls.
Focus: Helps in aiming and watching, sight rolls.
Energy: Ties in to HP and determines how quickly you tire.
Metabolism. Ties into HP and determines how quickly you grow hungry and thirsty.
HP is calculated by Will + Energy + Metabolism /2.