Rawls;n8997950 said:
So stats are the base levels of ability you have to do various things. There are six stats that I think ought to be included from CP 2020. So my thought is you can invest a certain number of points in each stat (say 1-10 for each). You start with enough stat points to average 6-7 points per stat. Your skills then increase this stat by a certain percentage, as well as allow you to do new things. Once your stats are set at the beginning, they cannot be change, you must augment them by developing skills.
- I'm going to call these
base attributes (or just
attributes) to seperate them from abilities and/or ability points.
- I will also use STREIGTH and ENDURANCE as attributes instead of BODY TYPE, I'll explain why later.
I like your idea of the 1-10 scale but I'd change it so that...
... The actual scale would be 0-10, where 0 in Empathy would mean cyberpsychosis, 0 in intelligence would mean that you are vegetable, etc.
... In the start/charecter creation, there would be 1 in each attribute that you cant take away and 4 points per each attribute to allocate your self. This way, if you distribute these evenly; you would end up with a character that has 5 in everything.
This is important because this way you would have to sacrifice something to be good at something else, instead of rolling demi-god (charecter that has streights and no weaknesses).
... 5 in any attribute would mean that you are the avarage or normal in that. 3-4 and 6-7 would mean that you are worse or better than avarage, 2 and 8 would mean that you are bad or good at it. 1 and 9 would mean you are at the edge of total fail or allmost perfect. 0 and 10 would be total fail or perfect. These stats could go to negative, or over 10, but it wouldnt bring extra difficulty or extra benefit.
I'd also keep those relatively unchangable but I'd say that implants, lets say whole arm implant, would add more streight (or body type). The game mechanics also affect emphaty, and they sound kind of neat. And I'd say that if theres main storyline, class mission chains or smt like that, I'd say that giving attribute points from those, lets say 1 point per attribute trought the whole game, would be ok. (And players kind of like improving their charecters, so little extra motivation from that too, while not making them considerably better than avarage joe.)
Rawls;n8997950 said:
So for example, a high BT score will result in more HP, more carrying capacity and more damage dealt from melee attacks. Higher REF score would result in more damage from ranged attacks and ability to evade others on foot or in vehicles. CL would allow you to boast your reputation more quickly with various factions, resist the influence of drugs, toxins or other's influence in dialogue. INT effects the information you have available to you about certain histories and processes, as well as some availability regarding dialogue, and information you learn from searching. EMP effects your ability to influence others in dialogue and your ability to make money. Finally your tech score will effect the value of money you can get from selling items you craft, as well as how well you craft hold up if they are exposed to physical or virtual damage.
Ok, this is good approach, but I'd favour different approach that is bit similar to Anarcy Online / Eve Online one;
Instead of base attributes affecting directly to effect (like more damage) and a skill (like carrying stuff), I'd have them adding base amount to a skill.
Example; Instead of streight giving you more carry capacity (witch is quite accurate to assume it does), it would add you more skill in "carrying" skill and it would be that "carrying" skill that would add more carry capacity. This way, you could add carry capacity by an item like floating backback, whitout adding streight attribute.
Example: Your Streight attribute wouldn't add you more melee damage, it would add you more base in the skill that adds melee damage. Futher more, melee damage with lightsaber isnt really streight based, but melee damage with two handed damage is. So this way, your streight could add you more damage to "blut weapons" than in "energy weapons", instead of over simplifying it.
This is also more realistic. You can pickup any weapon, lets say assault rifle, and shoot it (if its not complicated fingerprint locked one) and the bullets would do same amount of damage. But in reality, when you full auto kalashnikov to a target in 150 meters away, you dont hit one bullet w/o aiming (so theres a skill involved) and at max 2 bullets if you dont know how to keep the kick down or burst/aim/burst. So anyone can use, but you need the training/expirience... represented as skill in game... to be usefull at it.
Rawls;n8997950 said:
BODY TYPE – Strength, endurance & constitution are all based on a character’s body type. BT also determines the base level for how well the player does seven types of combat related skills. | REFLEXES – This is a combined index effecting the base skill of ten stealth and combat related activities. | COOL – This is the character’s ability to resist stress, fear, pain or persuasion. It effects the base level of six skills. | INTELLIGENCE – This is your measure of problem solving ability. This stat will effect your ability to do ten types of skills. | EMPATHY – This is a measure of your ability to relate to other living things. Empathy will effect your ability to do ten types of skills. | TECH – This is how well you can use and repair technology. This stat will effect your ability to do eleven types of skills. |
In this...
BODY TYPE is a problem, because its basicly a primary stat for everyone (hitpoints) and at the same time primary stat for tanking and melee damage dealing roles. (So anyone with high value in this becomes automaticly attuned to melee damage dealing).
... So I'd split this to more traditional approach, where STREIGHT is the brawler attribute (melee damage) and CONSTITUTION is the tank attribute (hitpoints).
REFLEXES is a problem because its a defencive stat (dodge/evade) and ranged damage dealer stat at the same time.
... So I'd split this to REFLEXES, as in defencive stat and reaction speed, and COORDINATION, as in hand-to-eye coordination, being organized, space and time awareness needed to shoot where the enemy is going to be instead of where it is.
TECH again is not really an attribute. None of us borns with assembling guides downloaded to our head. It's a learned skill, and we have INTELLIGENCE affecting the learing. But theres also the physical aspect of some people being just "good with their hands", and we now have COORDINATION to represent that.
... So I'd remove this as an attribute, and use INTELLIGENCE+COORDINATION, as base attribute to affect the technical, mechanical and medical skills. With varying % offcourse, Medical work are more INT based, where as building a flying car is more COORDINATION based. Ofcourse theres surgeon lvl stuff too, witch needs more coordination. So bit variation from that too.
... I'd keep the EMPATHY and COOL attributes, and i'd use them mixed aswell... As they say in military; Before you can give orders, you must know how to follow orders... I'd put this thinking to these stats and EMP would be understanding of people and COOL would be how to lead/cheat them.
So I take a shot at this table thing...
ATTRIBUTE-> | Streight | Reflexes | Constitution | Coordination | Intelligence | Empathy | Cool |
Type-> | Physical | Physical | Physical | Physical/Mental | Mental | Mental | Mental |
Affects skills->
(for example) | Brawling
Melee Damage
Carry Capacity
H.Weap. handling | Dodge/Evade
Attack Speed
Melee Attacks
Reactions
Sneaking | Hitpoints
Resists | Ranged Accurancy
Movement Prediction
Dodge/Evade
Building/Crafting
Driving/Flying
Sneaking
| Hacking
Chemistry
First Aid
Using machines
Using weapons
Learning | Understanding Hunams
Understanding motives
Seeing trought Bluffs
predicting hunam actions
Maintaining humanity or
human like appearance
| Leading
Cheating
Making deals
Sales pitches
convincing
persuade, etc.
music |
Can be improved by | Implants (attribute)
going to gym | | Armor (resists)
Implants (resists)
gaining weight | AI brain 2.0
but unlikely | AI brain 2.0
but unlikely | Going to therapy
after psychosis because
installed ai brain 2.0 | clothes, bling |
Can decrese by | | | | | | installing implants | |
Importat for: | Brawlers
Melee Weaps
Heavy Weaps | Brawlers
Melee Weaps
Ranged Weaps | Tanks
Everyone | Ranged weaps
Drivers
Ninjas
Crafters | Hackers
Medicals | everyone
hustlers
opportunists
rockstars
deal makers
| rockstars
leaders
hustlers |
So something like that and now, when you come to the skills;
1) theres no need to lock them under the attributes and everyone can have access to every skill.
2) each skill can be affected by 2-3 base attributes (and get small base amount from those.)
3) and you still need to level up the skills with..
3a) getting small set of starting skills from your charecter creation class/role selected (like in eve online)
3b1) getting better at them by using them (like in elder scrolls online)
3b2) or earning xp untill you get skill point to distribute to the skill (like in the secred world)
4) you can also restrict or hinder players from building unnatural combos by
- using the class selection to set price of the skills and set maximum skill cap
- using the attributes to set the price of the skills and set the maximum skill cap.
So all skills would be a big list like (just an quick example).
SKILL | PRIMARY ATT | SECONDARY ATT | MINOR ATT | EDUCATION | EXPERIENCE |
Piercing melee weapons (daggers) | COORDINATION 50% | STREIGHT 40% | REFLELEXES 10% | +6 Points | + 14 points |
Edged melee weapons | STREIGHT 50% | COORDINATION 30% | REFLEXES 20% | 0 | |
Bazookas | STREIGHT 90% | COOL 10% | | 0 points | + 3 points |
Persuade | COOL 60% | EMPATHY 30% | INTELLIGENCE 10% | 0 | + 31 points |
So our avarage joe (with all 5's) would get base value (from attributes) of 5 points on each. plus those invested points.
Someone with 10 in streight and 1 in all other would get. 9+0,1=9.1 points in bazooka plus those invested.
And after this; the game makers can figure the math of what will happen if avarage joe shoots bazooka vs mr.strong shoots bazooka. (the dice rolling).
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I dont like the idea of unlockable "perks" or "spells". I'd rather have actions that are bind to items and charecters who can do them well or not.
For example; everyone can shoot with kalashnikov. Everyone can burst fire. Everyone can full auto. Most cant aim w/o guidance. Most dont hit with every bullet. So it's not that the actions/abilities of the kalashnikov are locked, its that you need skill/experience to use them.
Or another example; Everyone can type in code to computer, but it takes some knowledge and smarts to type in working program.
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As far as the levels; I dont like the levels...
... But I have noticed that it's hard to identify good/suitable healer or damage dealer for team... So I'd have some lvls on the roles;
Like, when you need to hack inside supercomputer, you dont go for 15 yo neighbours son, you go for lvl5 guru.
And mayby give players some skills as they progress to next role lvl. (or move max cap on the skills)
And mayby allow dual roles. I dont see why a "cop" couldnt have some cpr training and be lvl3 cop and lvl1 med.tech.
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Well, something like that... I guess this is more of "how i would do it" instead of "what i guess it to be" but its little bit of both.