Remaking the Skill/Trait System
So here's my idea. Let the player pick an occupation and hobby rather than skills and traits. This could be done using an encounter at the start of the game.
Here's what I put in my mod idea desktop file:
1. Remove current skill system, and replace with *Prior occupation system*.
a. Have player pick skills in encounter?
b. Have player pick occupation, then hobbies. Then allow flaws if wanted.
2. Add ability to use prior occupation choice for jobs at ATN, DMC and Zom Zom's(?).
Occupations and effects:
a. Add large carry weight, medium health bonus.
2. Park Ranger
a. Add vision range, botany skill and trapping skill.
3. Law enforcement (normal)
a. Add large ranged bonus, vision range and movement bonus.
4. Law enforcement (riot)
a. Add large melee bonus, small health bonus and small movement bonus.
a. Add lock-picking skill, small health bonus and small carry weight bonus.
a. Add electrician recipes, small health bonus.
I have a general idea on how I could add in that jobs thing, too. I could simply put in an encounter option for those places. However, you'd have to think logically. You might not find as many jobs as an electrician at the ATN as the DMC, but you'd be paid quite well since electricians are in short supply (almost especially at Zom Zom's).
I believe that this is the field modifier I'll be using for all of the occupations:
It's long, I know. But that's every non-recipe field that I've found. Hope it works, I'll be trying to get a non-encounter version working by tomorrow if I can :) Of course, that's just the hope. And I have to sleep sometime.
This is obviously really early on, but I'd appreciate any feedback. Specifically on any occupation/hobbies. :D
Rar! Rar rar rar! Thanks for reading :)