GPWiki.org
GPWiki.org
It is currently Sun May 19, 2013 1:46 am

All times are UTC




Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Skills
PostPosted: Wed May 03, 2006 8:30 pm 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
Admittedly, skill are dependant on weapons and items, but I think there's a few givens that we can get down:

Weapons:

Handguns (dual wield speciality)
Rifles
  • Sniper Rifle
  • Shotgun
  • Full auto (M60)
Bow - regular compound and crossbow
Thrown


Spy-type:

Stealth
Camouflage
Disguise
Perception (noting something out of the ordinary)
Martial Arts (specialties in unarmed or armed and possibly striking and grappling arts)
Mental Resistance (ability to resist interrogation and possibly psionics)
Persuasion
Intimidation
Lockpick - mechanical and electronic
Computer Skills
  • Hacking - yeah, I know it's not the right word :)

Dodge
Climbing



More later


edit: typo :(

_________________
Bored? Head on over to my blog and see what I'm up to.

Microsoft XNA MVP


Last edited by Machaira on Thu May 04, 2006 1:09 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Skills
PostPosted: Wed May 03, 2006 8:34 pm 
P2k
User avatar

Joined: Tue Aug 23, 2005 5:11 am
Posts: 2145
Machaira wrote:
Marital Arts (specialties in unarmed or armed and possibly striking and grappling arts)


I don't want to be promoting spousal abuse. :rofl


Top
 Profile  
 
 Post subject: Re: Skills
PostPosted: Wed May 03, 2006 8:39 pm 
Harmlessness does no harm
User avatar

Joined: Tue Sep 14, 2004 8:37 pm
Posts: 3804
Location: Ferriday, LA, US
Struan wrote:
Machaira wrote:
Marital Arts (specialties in unarmed or armed and possibly striking and grappling arts)


I don't want to be promoting spousal abuse. :rofl


I was going to say something about the spelling mishap on Machaira's part, but I didn't want to look like an anal-retentive. Thanks for shifting the blame away from me, Struan! ;) :P :lol

_________________
What most people don't understand about "enlightenment" is that it is not an end-goal; but where you find yourself just before taking a new "first step."


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 03, 2006 8:51 pm 
Bibliotherapist
User avatar

Joined: Wed Dec 21, 2005 6:23 pm
Posts: 6210
Location: Manchester, UK
On the bow front, I would suggest:

Crossbow - pistol, light, heavy, repeating (all are similar, but require slightly different skills)

Bow: Shortbow, Longbow, Compound (again, all slightly different, but similar)

Firing for standard bows and crossbows is completely unrelated, so shouldnt really be linked (however, the firing for crossbow and pistols is similar, so possibly a 'slight' link here, although very small)

Mental power might be grouped as willpower... although perhaps a slight link from interogation (learning how to interogate means you learn how to resist... although still needs willpower to do so) and possibly one that cant be advanced normally, its something that can only really be learned through special techniques or actual practice.

_________________
God must love stupid people, he made so many.
theraje: 'God doesn't love stupid people, they're just easier to make'
http://sharedillusions.blogspot.com


Top
 Profile  
 
 Post subject: Re: Skills
PostPosted: Wed May 03, 2006 10:19 pm 
Jive Turkey
User avatar

Joined: Mon Aug 15, 2005 6:20 pm
Posts: 614
Location: Illinois, USA
Machaira wrote:
Marital Arts (specialties in unarmed or armed and possibly striking and grappling arts)


:lol :rofl :lol :rofl :lol :rofl :lol

It's just...so...perfect...

_________________
"You are what you eat." –A cannibal


Top
 Profile  
 
 Post subject: Re: Skills
PostPosted: Wed May 03, 2006 10:21 pm 
Paraskavedekatriaphobic

Joined: Sat Aug 27, 2005 12:24 pm
Posts: 1325
Location: aaaaaaaaaaaaaa
for psi, see other thread. What's the difference between disguise and camoflague?

Combat:
Melee Weapons (knives/swords) (though maybe this is covered by "marital" arts (heh))
Heavy Weapons (missile launchers)
Demolitions (grenades (also affected by throwing), C4, etc.)
Machine Guns (M249 SAW (aka the FN Minimi) for example)
Blocking

Other:
Gambling: It's Nevada, we've got Las Vegas, right? I think some minor minigames are in order.
Repair: fix borked items, scavenge from old items in the ruined cities
Medical: healing-related skills, also may give you a slight combat bonus due to anatomical knowledge of where to strike/shoot

_________________
aaaaaaaaaaaaaaaaaaa


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 04, 2006 12:18 am 
Dexterous Droid
User avatar

Joined: Fri Dec 24, 2004 8:13 pm
Posts: 3769
Location: Michigan, 'US' of 'A'. Below Canada.
Melee + Throwing = knives and sword throwing! (linked skills?)
For instance you could fight and as a finishing move throw your sword... (it's been a dream of mine to put this into my game)
<<<<<
oh yah and if you need the largest freaking weapon class ever, this guy right here has it (though it needs to be extended a little bit, and major reworkings.. )
<<<<< :lol

_________________
/\/////////// \\\\\\\\\\\/\S
/\/////////\\ //\\\\\\\\\/\I - Assault Wars
/\///////\\//|\\//\\\\\\\/\R - - Work in Progress
/\/////\\////|\\\\//\\\\\/\I
/\///\\/////\|/\\\\\//\\\/\S


Top
 Profile  
 
 Post subject: Re: Skills
PostPosted: Thu May 04, 2006 1:13 am 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
T-1 wrote:
for psi, see other thread. What's the difference between disguise and camoflague?

Disguise is becoming someone you're not, changing your appearance (think Tom Cruise at the beginning of Mission Impossible). Camoflague is blending into your environment.

_________________
Bored? Head on over to my blog and see what I'm up to.

Microsoft XNA MVP


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 04, 2006 1:35 am 
Fish Doggy
User avatar

Joined: Mon Apr 11, 2005 9:08 pm
Posts: 1683
Location: Murderous
I think that improvised weaponry would make an effective skill; as it increases, you are able to use more and more unorthodox items: Chainsaws, saw blades, crowbars, glass shards, possibly even the corpses of fallen enemies (but who says they have to be dead?).

A stealth kill ability would also be kinda nice. :)

_________________
Stephen Hawking's Pro Wheelchair 2!


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 31, 2006 2:02 pm 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
The non-psionic section of the Character Skills has been update in the wiki. Please check it out and provide feedback.

_________________
Bored? Head on over to my blog and see what I'm up to.

Microsoft XNA MVP


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 31, 2006 5:20 pm 
Babirusa
User avatar

Joined: Thu Aug 19, 2004 2:55 pm
Posts: 9241
Location: The Netherlands
Heh. Marital abuse. That's a funny typo :)

_________________
Serious game developer

http://www.persistentrealities.com
http://www.persistentrealities.com/vbfibre
http://www.ambiances.nl


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 31, 2006 5:34 pm 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
You're just a little bit late there Almar. ;)

_________________
Bored? Head on over to my blog and see what I'm up to.

Microsoft XNA MVP


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 04, 2006 2:12 am 
Paraskavedekatriaphobic

Joined: Sat Aug 27, 2005 12:24 pm
Posts: 1325
Location: aaaaaaaaaaaaaa
maybe merge camouflage and disguise for simplicity reasons?

_________________
aaaaaaaaaaaaaaaaaaa


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 04, 2006 3:29 am 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
I'm not that concerned about simplicity. 8)


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 06, 2006 1:37 am 
Paraskavedekatriaphobic

Joined: Sat Aug 27, 2005 12:24 pm
Posts: 1325
Location: aaaaaaaaaaaaaa
Machaira wrote:
I'm not that concerned about simplicity. 8)

what I mean, people might not think one by itself is that important so they won't spend points into it, but they'll do both if they're combined.
Remember Deus Ex?
did you EVER put points into the swimming skill? Did ANYONE ever put points into the swimming skill?
I only remember 3 parts in the whole game where it was useful, 1 of which had alternate non-water-based routes, the other 2 of which were bonus areas which could be done using rebreathers anyway.

_________________
aaaaaaaaaaaaaaaaaaa


Top
 Profile  
 
 Post subject:
PostPosted: Wed Dec 06, 2006 4:50 am 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
The skill list is going to have to be pretty malleable until we get the complete plot and level design figured out. If we don't have a part of the game where the player could use either one there's no reason to have them in the game in the first place. :)


Top
 Profile  
 
 Post subject:
PostPosted: Sun Dec 17, 2006 11:58 pm 
Paraskavedekatriaphobic

Joined: Sat Aug 27, 2005 12:24 pm
Posts: 1325
Location: aaaaaaaaaaaaaa
looking at this thread
and the following off of the wiki:
* Pistol
* Shotgun
* Sniper
* Rifle - single shot
* Automatic
* Thrown - grenades
* Thrown - knives
* Heavy - ex. anti-armor
* Martial Arts
* Bow (compound and crossbow - separate skills)
* Dodge
* Improvised Weapons - the ability to use miscellaneous items in combat - pipes, chains, chairs, etc.

[edit]
Non-combat Skills

Non-combat skills include:

* Tracking
* Lockpicking - physical and electronic (separate skills)
* Observation - the ability to notice anything out of the ordinary
* Demolitions - includes placement/arming and disarming
* Interrogation
* Diplomacy
* Haggle - allows the player to get a better price when buying items
* Stealth
* Camouflage
* Disguise
* Mental Resistance (ability to resist interrogation and possibly psionics)
* Computer Hacking
* Climbing
* Repair
* First Aid
[/quote]
I've renamed repair to Electronics to include hacking electrical locks like Deus Ex, if that's fine with the rest of you. I also changed the name of "first aid" to Medical because that's more general.
as it stands, I have
Code:
        public int SkillHandguns;
        public int SkillRifles;
        public int SkillBow;
        public int SkillHeavyWeapons;
        public int SkillDemolitions;
        public int SkillMachineGuns;
        public int SkillStealth;
        public int SkillCamoflage;
        public int SkillDisguise;
        public int SkillMartialArts;
        public int SkillMentalResistance;
        public int SkillLockpick;
        public int SkillComputer;
        public int SkillDodge;
        public int SkillElectronics;
        public int SkillMedical;

I left out a couple
Code:
        public int SkillThrow; // ?
        public int SkillPersuasion; // ?
        public int SkillIntimidation; // ?
        public int SkillInterrogation; // ?
        public int SkillDiplomacy; // ?
        public int SkillTracking; // ?

because
Throwing - we already have martial arts for throwing knives, grenades have demolitions.
Persuasion/etc - I don't like dialogue "skills". if there's overwhelming opposition I can add them, but I really hate that idea.
Tracking - what is this, how is it useful?
Melee weapons - we have martial arts, which covers this.

I think in some ways our game design is overly complex because of so many people trying to add stuff, we're suffering from feeping creaturism.

_________________
aaaaaaaaaaaaaaaaaaa


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 18, 2006 4:02 pm 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
In my mind Martial Arts doesn't always include Thrown and Melee Weapons. It can, but a character can be skilled in one of them without knowing Martial Arts. Martials Arts would be hand-to-hand combat and weapons specializations, making them more effective at combat. A child can throw stones but that doesn't make him a martial artist. :)

Why separate variables for skills with only one value? I was thinking Skill would be a class with something like:

Code:
[Serializable()]
public class Skill
{
    private string _name;
    private string _description;

    private SkillType _type;

    private int _curValue;
    private int _baseValue;

    private string[] _costs;
    private List<Bonus> _bonuses;

    private bool _alwaysOn;
}

There's a lot of info for a skill that has to be kept. The above are not a finalized version and are from the base RPG that I was working on, not PC, although there will probably be some similarities.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 18, 2006 6:40 pm 
Paraskavedekatriaphobic

Joined: Sat Aug 27, 2005 12:24 pm
Posts: 1325
Location: aaaaaaaaaaaaaa
Machaira wrote:
In my mind Martial Arts doesn't always include Thrown and Melee Weapons. It can, but a character can be skilled in one of them without knowing Martial Arts. Martials Arts would be hand-to-hand combat and weapons specializations, making them more effective at combat. A child can throw stones but that doesn't make him a martial artist. :)

Why separate variables for skills with only one value? I was thinking Skill would be a class with something like:

Code:
[Serializable()]
public class Skill
{
    private string _name;
    private string _description;

    private SkillType _type;

    private int _curValue;
    private int _baseValue;

    private string[] _costs;
    private List<Bonus> _bonuses;

    private bool _alwaysOn;
}

There's a lot of info for a skill that has to be kept. The above are not a finalized version and are from the base RPG that I was working on, not PC, although there will probably be some similarities.

sounds good to me. can you be on IRC soon-ish?

_________________
aaaaaaaaaaaaaaaaaaa


Top
 Profile  
 
 Post subject:
PostPosted: Mon Dec 18, 2006 6:52 pm 
King Code Monkey
User avatar

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
Not until later on tonight. It's only 2 p.m. here. I probably won't be on until around 9 p.m.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group