cardtrick -


Joined: 26 Apr 2007 Posts: 1440 Location: Maine
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Posted: Tue Feb 12, 2008 10:53 pm Post subject: Re: Characters - Skill Trees |
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| Section8 wrote: | | So the intention here is pretty straightforward. Skills clearly delineate characters. Consider Dave, a skillful brawler in contrast to Andy, a brainiac who has never thrown a punch in his life. Rather than both characters acting the same way in a fist fight, with Andy landing less punches and doing less damage, Dave acts more like you'd expect a boxer too. He has an arsenal of punches - jabs, hooks, uppercuts, haymakers, etc. - he knows how to block incoming punches, how to counter punch, how to breathe effectively. |
What mechanic prevents a player from investing all points in, say, uppercut at the expense of jab, hook, and haymaker? Are the various punches (or, more generally, the various subskills in all the trees) more or less useful in certain situations?
I encourage you to check out the MUD The Eternal City, which has a somewhat similar system with some additional complexities. It's essentially like what you've described, but skill trees are called "skillsets" and skills are called "subskills," if I remember correctly. Each skillset had ten or fifteen subskills. Unlike your system (I think) the player could invest points in either the general skillset or the specific subskills, but no subskill could be raised higher than the level of the skillset. Again, unlike yours (I think) each subskill had a difficulty level (easy, intermdiate, difficult, expert, or something like that) that influenced both the chance of success with that subskill and the cost of training it.
The Eternal City had two mechanics that dealt with the issue I asked about above -- ways of preventing the player from min-maxing by putting all his points into a single attack. First, the various subskills had markedly different effects that were useful at different times (for example, in the sword skillset: lunge would close to range and attack simultaneously, jab was an easy attack that tended toward the midsection if you didn't aim and was useful against lightly armored but very nimble opponents, chop was a powerful overhand strike that left holes in your defense but tended to hit the vulnerable head or neck, feint did no damage but lowered opponent's defenses for the next attack if successful, sap was a hit with the hilt of the sword with a chance to stun that was especially useful if you were trying to avoid killing someone, and so on and so forth). Second, the game encouraged attacking in a cycle of different attacks to "keep your opponent on his toes," by simulating the opponent anticipating your moves; this was done very simply. Immediately after a stab, the opponent is ready and expecting another stab, so his defenses are increased by, say, 50%. If you stab a third time, his defenses against that stab will be increased by, say, 75%. This eventually reaches a maximum level of increase (anticipation only helps so much if you are unskilled in dodging). Now, if you stabbed, then chopped, there would be no increase in defense aganst the chop. But if you then stabbed again, there would still be some increase in defense (he was still somewhat expecting it), but it would be a smaller effect -- say, an increase in defenses versus stab of 35%. If you stabbed, then chopped, then sapped, then stabbed, the defenses versus the last stab might only be increased by 15% or so. The point of this was that if the player didn't want his opponents' defenses to continually increase over the course of a fight, he needed to learn at least five or six attacks that he could alternate through. (All of this only worked against other players or humanoid/intelligent enemies . . . it wouldn't have made sense for a badger to learn to recognize your attacks and react appropriately.)
Anyway, I didn't really mean to turn this into a monologue on The Eternal City, but I do think it's worth considering methods to prevent the player from gaining too much benefit from min-maxing. _________________ OMG! DevEx: My One Month Game Development Experiment |
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