Now that Skills are in...
2008.Apr.17, 01:49 PM
 
Post: #4
LuparKoor Wrote:I'm rather disappointed with skills as they are at this point.

(Sorry Zen)

I'd been hoping for a system that wasn't simply a damage/to hit buff for combat.

I was hoping for non combat skills that could make the game more diverse, and maybe add an alternate way to gain levels.


Examples:

Stealing - A non combat version of mug. Costs the same as an attack, but could be performed by a level 1 against a level 40. The skill use of this skill would make an attempt to pick the other player's pockets for loose change. You would only gain stealing skill from actually using it on another player, not just giving a direct point spent into the skill. The skill check would be the thief's stealing skill vs. the target's Intelligence. A successful theft would give stealing skill, AND Experience. Gives bonus to success chance of pick pocket crimes.

Grand theft auto - Give's bonus to success chance of auto theft crimes. Using the GTA skill would also provide the thief with a quick free transport from one district to another. In fact, while we're at it.. it could be fun to give players the ability to own cars, and then give the GTA skill the ability to try and steal other player's cars (they'd be cheap, but it could be a fun passtime).

Picklock - Increases the chance of success for the GTA, and burglary crimes. Stacks with GTA.

Discretion - The player's ability to stay under the radar. This skill gives a slight chance to resist being spotted by cops, but would also be useful in dealing with stolen goods. Somewhat Moderate game change idea - All theft crimes which currently conveniently give cash, could also grant hot items. A player who goes to steal a car and successfully makes the theft check, would still have the problem of needing to offload the stolen vehicle. Players could now have a "junk" or "goods" inventory category, which holds all of their stolen items. Stolen items would then need to be taken to a fence for offloading (or chopshop for cars). However, characters with no discretion are more likely to end up handing the items over to an undercover officer, or getting busted on the way. Discretion skill would add major increases to the player's chance to avoid those busts, and sell them to the right person. Players who don't want to lose the item by getting busted, or risk the jail time, could instead sell the car to another player on the open market, and then that player could take his chances.



SOOOO MANY MORE THINGS WE COULD DO WITH SKILLS!
you aint active enough to see the benefits is all


Messages In This Thread
Now that Skills are in... - TheGeek - 2008.Apr.17, 10:57 AM
[] - DirkDanja - 2008.Apr.17, 11:04 AM
[] - LuparKoor - 2008.Apr.17, 11:31 AM
[] - awesomo - 2008.Apr.17 01:49 PM
[] - LuparKoor - 2008.Apr.17, 02:07 PM
[] - alinutza - 2008.Apr.17, 02:08 PM
[] - Loki - 2008.Apr.17, 02:13 PM
[] - LuparKoor - 2008.Apr.17, 02:22 PM
[] - Ushanewnewba - 2008.Apr.17, 02:22 PM
[] - LikeWhoa - 2008.Apr.17, 02:27 PM
[] - LuparKoor - 2008.Apr.17, 02:28 PM
[] - McCule - 2008.Apr.17, 04:18 PM
[] - buuddha - 2008.Apr.17, 04:40 PM
[] - biffbaffboff - 2008.Apr.17, 04:40 PM
[] - Gornikel - 2008.Apr.17, 08:40 PM
[] - Thor - 2008.Apr.17, 09:15 PM
[] - TheGeek - 2008.Apr.18, 07:01 AM
[] - alinutza - 2008.Apr.18, 12:35 PM
[] - Thor - 2008.Apr.18, 03:06 PM
[] - KillTheMFenemy - 2008.May.26, 01:10 AM