Yeah, it's a pretty good idea to devote a thread to this new endeavor of yours, as the consequences for what you're trying to do are
pretty enormous, especially with making sense of how factions develop/distribute/interact over the map. I savor the opportunity to have more control over how one skills develop in the game, and if your mod works as planned, that's exactly what we'll get.
BE5's and 7.62's methods of elevating skills and attributes are too nebulous to me. Sometimes there's an elevation and one is left wondering, "Now
why in the world did I just get this raised under these circumstances instead of that...?"
It sounds like you're aiming at getting rid of that ambiguity, and I feel that that's a
good thing.
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Before I comment on what you posted, I'd like to say that I'm happy that you're seriously considering my suggestion about making all skills available to all classes, but that skills outside of a class' skill pool cost more.
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Quote:
Trooper
REA, DEX, SHT, GFT, STR
Sniper
EYE, SNP, CAM, AGT, DEX
Sapper
SAP, DEX, HWP, INT, REA
Scout
EYE, HRN, CAM, STH, AGT
Medic
MED, HP, EN, STM, INT
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I've scrutinized this list for quite a while, and can't find no glaring faults with it. Good job! It looks like you're really committed to having no more than 5 skills per class, and if that's the case, then the only suggestion I have is for the Sniper. I'd swap the dexterity for stealth. There's no question that Snipers' hands are highly trained for wielding bolt-action rifles, but what makes a Sniper especially deadly is not the nimbleness of his fingers but his ability to
infiltrate a region without detection. This takes a tremendous amount of will power, endurance, and agility. The nimbleness of his fingers will help him none when he's detected and a hail of rounds are directed his way!
Quote:
Health = 2 Yup!
Energy = 2 Yup!
Eyesight = 2 Yup!
Hearing = 2 Yup!
Strength = 1 Yup!
Stamina = 1 Yup!
Dexterity = 1 Yup!
Agility = 1 Yup!
Reaction = 1 Yup!
Intelligence = 2 Yup!
Shooting = 1 Yup!
Sniping = 1 I'd make this cost 2 points. Being able to make a successful shot while taking into account air pressure, barometric pressure, air temperature, wind currents, and more... Well, in my mind, that's more like conducting surgery at long range, with the intent to kill instead of heal, of course!
Gunfighting = 1 Yup!
HeavyWeapon = 1 My feelings on this are mixed, primarily due to this being a skill that covers SO many different types of typically bulky weapons. I've never fired a machinegun firing 7.62s, nor have I ever fired a grenade launcher, but in my mind, the amount of training to use these safely and properly has to be more robust than a standard small arms weapon. Perhaps raise this cost to 2?
Throwing = 1 Yup!
HandToHand = 1 For a brief period of time, I studied karate, and while the Hand to Hand skill in the game certainly doesn't look like it's all that sophisticated, I can say that the mental discipline required to fight, and fight WELL, is pretty demanding. One's ability to read the opponent's body is also vital, and not an easy thing to do. That's my experience anyway. Maybe raise this cost to 2?
Camo = 2 The first two years of my university years were spent studying commercial illustration, and the one thing that I never forgot is that the human eye/mind is an EASY thing to fool visually. Smearing on makeup, and securing local flora and fauna to one's body is not a "rocket science" skill. Snipers and scouts, I'm sure, take it to the next level, as their main concern is trying to counter others who have been TRAINED to detect THEM. I think that this skill is meant in the more general sense, so I'd lower its cost to 1.
Sapper = 2 Yup!
Medic = 2 Yup!
Stealth = 2 Yup!
Leadership = 2 Yup!
Charm = 2 Yup!
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Hope this helps in some way!