User:Kwil/Skill Tree System

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Most RPGs have a skill tree system whereby if you select a certain class or character type, you are limited in what skills you can acquire, or get certain bonuses/penalties for being a member of that character class. As it stands right now, all humans can "max out" and eventually acquire every skill. By limiting skill acquisition to certain classes, or by incorporating bonuses/penalties or class-specific skills, it would promote character diversity and cooperation among players.

One could argue such a system already exists, in a limited sort of way. The way it is now, you spend less on science skills if you're a science class, and more on military skills. Works the same in reverse for the military classes. --Raelin 19:58, 29 Sep 2005 (BST)
However, at the end of the day, if one puts enough effort into it, anyone can get any skill. Thus defeating the point of a true "skill tree" system. --Xenomrph 20:24, 29 Sep 2005 (BST)
In real life, if one puts enough effort into it, they can get any skill. --Radoteur 20:29, 29 Sep 2005 (BST)
There are primarily 2 general styles of role-playing games: those with restrictive classes that have class-specific rules (Dungeons and Dragons and Rifts come to mind) and those that are class-less and point-based (GURPS, Hero), which allow anyone to create any sort of character using any combination of skills and abilities. Urban Dead is quite obviously of this second, more configurable genre. Having an occupation (Medic, Technician, Soldier) is like having a certain advantage in that some occupations begin with certain skills, while other occupations may have less skills but are aided with having some skill trees less costly. In all, it should balance out. Currently, there is a very low number of skills to choose from, and eventually YES everyone will have the same skills. The only way to solve this is to broaden the skill trees. --Squashua 20:45, 29 Sep 2005 (BST)
A broadened skill tree would be nice but if a couple or so skills remained class only (such as "Lab Experience" will be unique to NecroTechs or "Advanced Pistol Training" will be unique to Military) it would make having class diversity more important and interesting. A nice addition to class diversity would be unique searching capabilities/skills i.e. NecroTechs have a much greater chance at finding syringes, Cops have a much greater chance at finding ammunition, etc. All in all, this game is great and I would love to see it become more developed. --Suggestion Guy 18:19, 29 Sep 2005 (PT)
Exactly, that's precisely the sort of thing I had in mind. People could still get a lot of skills (and cross-class skills), but there'd be certain class-specific skills, and other skills which would be more efficiently used by specific classes (i.e., Military characters simply have a higher to-hit percentage with firearms than other classes do, Doctors are more likely to find first-aid kits, etc). --Xenomrph 00:57, 30 Sep 2005 (BST)
This is a tad off subject but I put a few ideas for zombie variants on the Bad Suggestions page under "Tendency to Omnipotence". I didn't want to clutter up this page, so I decided to put it on the less cluttered Bad Suggestions page and, also, it might be a little complex to incorporate. It discusses broadening and diversification of zombie skills and "classes", I would like to see some feedback.
This is a nice idea. Currently, everyone just ends up with the same skills, and all characters are clones of each other after a month or so. Class diversity = Long Term Appeal, which is what this game needs, especially considering that staying alive A) Isn't a challenge and B) Is pointless. --Cortman 11:09, 5 Oct 2005 (BST)