In Expoplanet: FC there are no traditional stats for the characters like Strength, Stamina, Dexterity etc. and there are no corresponding restrictions for armor and weapons. The character can use any armor or gun presented in the game, but the effectiveness of his actions will vary greatly according to his favorite skills.
A skinny teenager that can carry, reload and shoot a light machinegun. But how good is he as a shooter? Will he survive in combat?
So we decided to remove most of the basic stats and restrictions for weapons and armor usage.
Character’s base stats are:
- Vitality – classic health points, they define how much damage your character can take before he dyes.
- Focus points – energy recourse used to activate a special “Gunslinger Mode” which we will discuss later.
The core of Exoplanet: FC role playing system consists from 2 key parts: Skills and Talents.
Skills present the passive side of the system. Their values grow from 0 to 100 and they define how good your character can make typical interactions with the game world: shoot, talk, hide, heal, craft, scavenge recourses etc. Skills are the manifestation of the characters basic life experience, they can be trained constantly and automatically with each successful action.
There are several ways to increase skills: direct interaction with the world, successful completion of related quests, training by a teacher, other unique one-time opportunities.
Certain threshold values of skills are necessary conditions for mastering some talents. The point is, that in mid- and endgame your preferences are clearly visible in your characters build. So your choice matters. Always.
Talents are specific knowledge, tricks, secrets and abilities, they could be described as a “know-how” or “can-do-something-unusual”. Talents affect the gameplay significantly, most of them bring qualitative changes to it creating new options for the player in achieving his goals.
Talents are divided in branches of the “Talent Tree” (combat, diplomacy, stealth, crafting etc.). They also have ranks, restricted by corresponding skills value. Higher talent ranks give the character some nice passive bonuses but also some significant quality changes.
It may seem to look a bit like Skyrim’s RPG-system, but we have more skills and more Talents, all of them are more important for the gameplay and give more distinctive feel of the characters specialization. Talents are also more interesting and fun.
The key feature in the talents concept is synergy:
Talent A + Talent B = synergetic Talent C.
Talent C is more powerful then the first two together, it can change your gameplay completely, allowing you to learn new ways to kill enemies, make diversions, craft something etc.
Synergy of the Talents makes building your character more interesting and rewarding. Different sets of talents are attractive for the player and good for different gameplay styles. It also adds a lot of replayability, since you cannot get all the talents in one playtrough.
You can get talents by several ways:
- learn talents in factions;
- get talents as specific queat rewards;
- complete hidden chalenges.
There are no
experience points in classic form in Exoplanet: FC. The character does not get experience points for killing monsters and NPCs. This is just the direct way to increase his skills. Instead of the experience points and level-ups there are
reputation points which are granted for the competition of quests and other successful actions./quote]