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Thread: The Skills System and Hero Development | |
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InfernoX880
Promising
Famous Hero
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posted January 05, 2009 01:25 AM |
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The Skills System and Hero Development
A definite issue I have had with both Heroes III and Heroes V was the fact that all too often you wouldn't get the skill that you desired. The addition of a possibility of replacement in Heroes V is nice, but altogether unnecessary. So I've been brainstorming, very little though, so constructive criticism is welcome here, and came up with a skills system that would allow more careful development of your hero.
Essentially, a hero could developed one of 4 core specializations:
1) Combat - Offense
2) Combat - Defense
3) Magic - Offense
4) Magic - Blessings
5) Balanced Character (Default!)
6) Leader
(Credit goes to Ivo111 for coming up with these)
I'm sure that even if these don't make sense to you, you can still basically guess what each one boasts. So the theory is that at a very early point in the game, either before the game even begins or after the first level up, you are given a choice of developing your hero in 1 of these 6 specializations. And what exactly does this do for you? It's quite simple: this will shape the development of your hero.
Before I address the skills, however, I'd like to quickly make reference to the primary stats. The development of your primary stats is still based on a percent scale dependent upon which race you choose. Let's take Haven for example:
Knight
Offense: 30%
Defense: 40%
Spellpower: 10%
Knowledge: 20%
Let's assume that the above are our hero's chances of developing one of the four primary skills. The class that you choose in the early portion of the game would contribute somewhat to this. If you chose Combat - Offense, the Knight would instead have stats that more resemble this:
Offense: 40%
Defense 36.6%
Spellpower: 6.6%
Knowledge: 16.6%
In this way, by minimally decreasing the percentage for the remaining three stats, the Knight gains a formidable 10% boost in Attack. The same would go for the remaining 4 classes. The Balanced class would simply leave the stats as they were originally intended, and the Leader class would provide two core bonuses:
1) Minimal Initiative boost at the start of Combat.
2) Hero starts with +1 morale (permanent).
Now a similar concept would be applied to the skills. Let's take the Knight once more for simplicity's sake. All of the "main secondary skills" that is, Logistics, Enlightenment, War Machines and so on would have a preset percent chance of taking effect. Unlike the primary skills, however, these can be heavily changed based on which class you choose early in the game. So let's assume there are only three main secondary skills, the ones aforementioned. Now let's look at the percents:
War Machines: 20%
Logistics: 40%
Enlightenment: 40%
Assume we choose the Combat - Offense class. As the name of the class suggests, this hero would be fairly combat orientated, thus War Machines would be more favorable. Therefore the new percents may be altered so heavily as this:
War Machines: 40%
Logistics: 30%
Enlightenment: 30%
Without too much decreasing the percent of either Logistics or Enlightenment, War Machines has become the surest secondary skill that hero can acquire. Now the selection process.
Unlike in Heroes V, I would prefer if there was more to choosing than the limited amount given. Therefore, the only things that would truly be victim to chance is the "main secondary skills". Let's say that Logistics has three sub-secondary skills; Pathfinding, Scouting and Snatch. Unlike in Heroes V, where you would have to chance at getting one of these, after you have acquired Basic Logistics, at your next level up, you would be able to choose from either of these three. But let's say Snatch requires the other two. Then you can simply choose Scouting, get Advanced Logistics, then Pathfinding, then Expert Logistics, then Snatch. It would be a matter of 6 level ups. Why? Quite simple: the only thing that is truly victim to chance is your chance of FIRST acquiring a main secondary skill. If you have Basic Logistics, then in addition to two new random secondary skills, the other two options will be:
1) Increase your ability in one of your main secondary skills.
2) Increase your ability in one of your sub-secondary skills.
They would be worded more nicely, of course, but the point is this: if you choose 1, and if you already have Basic Logistics, then you can go for Advanced Logistics (you would be given a list of all possible non-Expert skills you already have). And if you have the requirements, you pick choice 2 and you can shape the sub-skills, such as Scouting and Pathfinding.
So, that pretty much sums it up. If you have any questions or suggestions, just post them here.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 05, 2009 11:31 AM |
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I think your idea is pretty clear and pretty good ,
allthouhg it's a little break in heroes tradition. But indeed it was sometimes rather annoying when you didn't get the skill you wanted, so I like your idea.
Yet I'm not sure how it would work whith the more complex skill-system we have with not only 3, but many more skills...could be complicated, or not?!
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Serpent2
Famous Hero
Overlord of Tililea
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posted January 11, 2009 09:51 PM |
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Quote:
1) Combat - Warrior
2) Combat - Wizard
3) Traveler
4) Supporter of the Kingdom
*cough*disciples*cough**cough*
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Forgive my spelling!:<
[URL=http://www.ff-fan.com/chartest]Which Final Fantasy Characte... too long to display...
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rubycus
Known Hero
-student of the mind-
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posted January 11, 2009 10:44 PM |
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Edited by rubycus at 22:46, 11 Jan 2009.
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Quote: A Supporter of the Kingdom would provide a 1 time boost of 2000 gold to the kingdom while likewise sacrificing his training and thus losing one point of his core attribute.
I don't really see the point of having this as a "hero class" What would make us choose the supporter of the kingdom for your main hero? Is the only benefit the 2000 gold bonus?
Otherwise a good system... though it sounded a bit strange that warrior, wizard, SotK and traveller are the only options... Will you as a knight be able to choose the wizard-path?
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A prudent question is one-half of wisdom.
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InfernoX880
Promising
Famous Hero
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posted January 19, 2009 12:49 AM |
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Well, actually I expected some criticism and this is good. The way I see it, there can't be too many initial classes to choose from in the beginning, because your class (or race rather, as we are referring to Wizards, Knights etc.) is dependent on your faction. I came up with 4, but other than the first two, the others were a little lame. The way I saw it, in addition to the core peripherals that are established by your choice of faction, you should be able to go with one of these four:
1) A more might favoring hero
2) A more magic favoring hero
3) A more speed / movement favoring hero
4) No idea. But an economic supporter seemed logical choice 4.
If you guys have more ideas for the initial class you can choose, post them and I will edit the main post with all the details when I get the chance.
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Ivo111
Tavern Dweller
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posted January 20, 2009 01:00 PM |
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Its more clear that this will happen:
One aggresive melee class
One defensive melee class
Two magic classes, one destuction/damage/mage, one priest/devotee/shaman or something that heals its troops.
One hybrid (between melee and magic)
One leader that gives bonus to his troops
Off-topic: I'd hope online multiplayer 2v2 or 2player vs CPU Monsters as extra.
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Ivo111
Tavern Dweller
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posted January 20, 2009 01:04 PM |
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Also maybe it is an idea to choose of melee or magic troops (or ranged, archers etc of course).
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InfernoX880
Promising
Famous Hero
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posted January 21, 2009 10:24 PM |
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Nice, I like the classes you came up with, in fact, I'll throw them in the original post in a second.
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