Skill adaptability

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Skill adaptability

Hello. While I was playing Neo-Scavenger, I noticed that the PC is always vastly either underpowered, or incredibly overpowered due a luck factor and adaptability to the overall experience of the trek to DMC. What I'm noticing is that the PC is not getting any better on his trip. I think there should be a skill leveling system akin to DCSS, where you can either keep everything automatic on skill improvement, or you can select some other skills, so that the PC can specialize in those skills.

You actually can improve your character at the clinic through cybernetics. I think that's the general idea with Abilities, there will be ways to get more of them as you go. There will probably be encounters, labs and more clinic options for modifying your existing traits. In real life, you don't really gain powerful new abilities as an adult. So I'm okay with no having a leveling system.

I'm not talking "Gaining" new skills. I'm talking with the skills you already have.

Take Botany for example. You have to identify things manually, but if you keep doing it, your botany "skill" should be more advanced. So if it's manual at the start which determines basic botany, then it should then cost no turns to identify when you have gained some skill in it, and lastly it should be automatic identifying when you have mastered botany. You can even try this with other skills for instance. Trapping should be a chance of catching animals, but as you work on trapping, the probability should increase by like 3%, to, 15% to etc until it hits 100% chance of catching animals. You can do this with stealth, melee, and range with probability of sneaking, hit chance and damage, and accuracy. It's not a leveling system, it's more of the theory that practice makes perfect.

I think, that's a good idea and I am definitely on your site, but we already discussed this topic in several threads to no avail. For example, take my post in this thread, especially the part titled "Learning by trial and error". There I suggested an experience system, also including formulas and probability simulations, but there were always those who do not like the idea in general. So be prepared, leveling is not realy in high favour by all players here.

GAME OVER
Player was gored and eaten by a sabretooth tiger.
Survival Time: 48 days, 16.51 hours.

This is definitely something I'd like to see too, and HKSng's example is spot-on to how I'd like it to work.

Realistically, my character should be better at unarmed after beating ten Dogmen to death than after punching just one looter. Ditto "chance rates" for things like Trapping, Botany, etc.

I actually *like* the lack of "levels" in Neoscavenger (I definitely don't think you should be granted spendable experience points, new skills or perks as many RPGs do) but I think it's important to be able to build our characters up a bit from experience, especially if we are to care about their progress and fate. Besides, it would fit with the spirit and theme of the game to grow with experience from a hapless survivor to a veteran scavenger.

My Mods:SaveMan|Fishing|Shouldered|Bottles

I am totally with you, Banjo. Because of this, I put some effort into developing a fair learning mechanism which should fit NeoScavenger. If you'd like, have a look at my contribution in the other thread and tell me what you think about it.

GAME OVER
Player was gored and eaten by a sabretooth tiger.
Survival Time: 48 days, 16.51 hours.

i think that's a good idea but the fact is that we wouldn't have it tell maybe the next 4 beta builds and even then their would be many bugs but this is possible in the future.

asthepanda2