Suggestions on earning points...
In regards to assigning more skills to each class' skill-pool, if I were you, I'd consider adding maybe 1 more skill/class. The trick being that if too many skills are assigned per class type the more likely it is that they'll all become too similar.
I like your idea of auto-upping the primary skill trait of each class with every level.
How would the maximum number of points be determined? An average of their primary attributes/skills minus the # of unsuccessful attacks at a target and/or other unsuccessful actions (a Medic failing to do a good job with applying first aid), or...?
For example, to keep the math simple, say that with every new level the character automatically starts with a experience modification multiplier # of "10." Every time a Sniper misses with his sniping skill, 1 is subtracted from 10. Every time he's successful 1 is added to whatever was lost, but to never exceed 10. His experiences will affect how many points he'll be awarded come time to level up.
Now. Let's pretend that the maximum number of potential points a character can earn is based on an average of the three most essential skills in that class' skill-pool divided by 10. Thus a Medic with an intelligence of 63, a medical skill of 57, and a dexterity of 51 would get 6 points to spend with every leveling (63+57+51=171, then divided by 3=57, then divided by 10=5.7 rounded up to 6).
So that Medic can receive a maximum of 6 points for that leveling up, based on his top three attributes/skills. But let's pretend that he had three rather unsuccessful attempts at applying first aid, and then afterward had 1 successful medical application, he'd end up with an experience modification multiplier of 80% (10-3=7, +1=8, x10=80). One would take the maximum potential points of 6, and multiply that against the experience modification multiplier, which results in the character having earned 5 points out of a potential of 6 to spend (6 x .800=4.8 rounded up to 5).
Can anyone explain to me what is meant in 7.62 by the Scout class? Are they intended to be the "hardest of the hardcore" special forces type, or...? To be the ultimate infiltrator...?
Also, am I correct in stating that even though the values for stealth and professionalism are "hidden" they are still impacting gameplay?
What is meant by "professionalism?" How well one interacts with one's comrades? If one talks to them a lot, will that extra effort at communication result in better results, and what are those results? Better morale so that a squad's adrenaline rush and recovery from said rush are better, or...?
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