Post by almordre on Oct 25, 2009 9:51:34 GMT -6
had yet another crazy idea when I saw "training" in the V5 options list... sorry
could training possibly be based off a similar process to the quest system - kind of a 'practice makes perfect' scenario, something like this: say you go on a 'hunt' for Blacklances (one of the faster NPCs, right?), where you have to defeat <insert number here> in a row without losing all your stamina, and without stops for a snack or a rest at the inn. If you pull it off, you gain +1 speed stat.
going against Bears could be a +def% stat. maybe taking on a string of Myrdraal for a taint stat. etc. you get the drift - you get proficiency in a certain stat class by facing, learning from, and winning against NPCs that primarily use that stat class.
would have to be a really tough process though. number of wins in a row scaled for level, etc. If it needs to be a little more difficult, maybe even require that you use gear with no boost to the stat you're seeking (no speed mods or andilay or kaf when trying for a speed tali, etc) - just the raw 'survive and learn' approach.
other possible limitations I can think of would be a limit on how much you can train - maybe one (successful) training mission per ?10 levels or something like that (a little something to work for before the lvl30 class change), and maybe a cap on how far you can boost any stat - like +1 or +5% per stat for every ?10 character lvls... you know, boosts somehow limited so that lvl 10 players aren't packing +6 speed, etc.
this setup would borrow some coding from the quest system to ease things, but how to balance the benefits out against everything else is the big issue...
updates: based on Crom's post below - I was thinking of basing it on NPC/quest system to make it take a little less work to build into the game, rather than having to create a whole new system within the game.
Good point about item drops - I'd say NO item drops when 'training.' The permanent stat boost should be the reward for the effort, and anything else gained from it might skew things out of balance. I think getting more XP for training battles could be an issue, too, as (without some sort of limit on training) someone could spend a bunch of time training, and jump ahead levels of the field very easily.
could training possibly be based off a similar process to the quest system - kind of a 'practice makes perfect' scenario, something like this: say you go on a 'hunt' for Blacklances (one of the faster NPCs, right?), where you have to defeat <insert number here> in a row without losing all your stamina, and without stops for a snack or a rest at the inn. If you pull it off, you gain +1 speed stat.
going against Bears could be a +def% stat. maybe taking on a string of Myrdraal for a taint stat. etc. you get the drift - you get proficiency in a certain stat class by facing, learning from, and winning against NPCs that primarily use that stat class.
would have to be a really tough process though. number of wins in a row scaled for level, etc. If it needs to be a little more difficult, maybe even require that you use gear with no boost to the stat you're seeking (no speed mods or andilay or kaf when trying for a speed tali, etc) - just the raw 'survive and learn' approach.
other possible limitations I can think of would be a limit on how much you can train - maybe one (successful) training mission per ?10 levels or something like that (a little something to work for before the lvl30 class change), and maybe a cap on how far you can boost any stat - like +1 or +5% per stat for every ?10 character lvls... you know, boosts somehow limited so that lvl 10 players aren't packing +6 speed, etc.
this setup would borrow some coding from the quest system to ease things, but how to balance the benefits out against everything else is the big issue...
updates: based on Crom's post below - I was thinking of basing it on NPC/quest system to make it take a little less work to build into the game, rather than having to create a whole new system within the game.
Good point about item drops - I'd say NO item drops when 'training.' The permanent stat boost should be the reward for the effort, and anything else gained from it might skew things out of balance. I think getting more XP for training battles could be an issue, too, as (without some sort of limit on training) someone could spend a bunch of time training, and jump ahead levels of the field very easily.