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 Suggestions about Skills System

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Gregos BDB Devil



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Join date : 2013-11-28
Location : France

PostSubject: Suggestions about Skills System   2013-12-22, 01:59

The skills system will come sooner or later, in order to help our devs, I did create this topic where we all post suggestions and ideas about it.

Tell what you want, need, or even what you dream of  it jocolor 

Once again, there is no stupid suggestions or ideas, everything help to make the game grow  Smile
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Tesla Coil

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Join date : 2012-02-04
Age : 34
Location : The Netherlands

PostSubject: Re: Suggestions about Skills System   2013-12-22, 05:30

Had made this post some months ago to work from upon, was just a matter of time to see someone create a topic about it so i could dump my post.

Skills and how it will affect us, seems to me a interesting subject.

There are a lot of talks lately about skills possibly closing in.
Love to skill myself, i really eager to see how this could be developed.

Took the whole list from Entropia to work from, but i not want nor expect a copy from their skill system
Just used it as inspiration basis for us while twisting and turning it into something new and original.
Because of this twisting and turning some skills will disappear or new skills come.


PLAYER STATUS:
Health player status - progress related to certain skills
Stamina player status - progress related to certain skills


ATTRIBUTES:
Agility
Endurance
Intelligence
Psyche
Strength


BEAUTY:
Beauty sense
Body sculpting
Face sculpting
Hair stylist
Plastic surgery
Quality sense


COMBAT:
Aim
Clubs
Combat reflexes
Combat sense
Commando
Handgun
Heavy melee weapons
Heavy weapons
Inflict melee damage
Inflict ranged damage
Kill strike
Light melee weapons
Long-blades
Marksmanship
Martial arts
Melee combat
Melee damage assessment
Power-fist
Ranged damage assessment
Rifle
Short-blades
Support weapon systems
Weapons handling
Whip
Wounding


CONSTRUCTION:
Armor technology
Attachments technology
Ballistic weaponry technology
Blueprint comprehension
Carpentry
Enhancer technology
Equipment technology
Explosive projectile weaponry
Gauss weaponry technology
Industrialist
Laser Weaponry technology
Machinery
Manufacture armor
Manufacture attachments
Manufacture electronic equipment
Manufacture enhancers
Manufacture mechanical equipment
Manufacture metal equipment
Manufacture methodology
Manufacture tools
Manufacture vehicle
Manufacture weapons
Material extraction methodology
Particle beamer technology
Spacecraft engineering
Spacecraft weaponry
Texture engineering
Tier upgrading
Tools technology
Vehicle repairing
Vehicle technology
Weapon technology
Wood carving
Wood processing


DEFENSE:
Avoidance
Dispense decoy
Dodge
Evade


DESIGN:
Color matching
Coloring
Make textile
Tailoring
Texture pattern matching


GENERAL:
Alertness
Athletics
Bravado
Coolness
Courage
Dexterity
Intuition
Perception
Quickness
Serendipity


INFORMATION:
Mentor
Probing
Scan animal
Scan human
Scan mutant
Scan robot
Scan technology


MEDICAL:
Anatomy
Diagnosis
Doctor
First aid
Medical therapy
Medicine
Treatment


MIND-FORCE:
Bioregenesis
Concentration
Cryogenics
Electrokinesis
Ethereal soul language
Force merge
Jamming
Mindforce harmony
Power catalyst
Pyrokinesis
Sweat gatherer
Telepathy
Translocation


MINING:
Archaeological lore
Artifact preservation
Drilling
Drilling expertise
Extraction
Geology
Ground Assessment
Metallurgy
Miner
Mineral sense
Mining
Precision artifact extraction
Prospecting
Surveying
Treasure sense
Analysis
Animal lore
Animal taming
Biology
Botany
Computer
Deep space knowledge
Electronics
Engineering
Genetics
Mechanics
Robotology
Scientist
Spacecraft systems
Xenobiology
Zoology


SOCIAL:
Promoter rating
Reputation


TAILORING:
Coloring methodology
Fashion design
Glamor
Material comprehension
Surface composition
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Babar

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Join date : 2013-11-18

PostSubject: Re: Suggestions about Skills System   2013-12-22, 22:56

The main thing that is important for me with skills, is that we do not get blockades every time we find a new way of skilling.

Have an example out of AW. We were skilling defense and healing, after a few minutes the creatures would lose interest in you and walk away.
even after that they made it that the creatures died after a few minutes of healing while they attacked.
Doesn't make sense to have angry mobs suddenly walk away or even drop dead. all it does is make people skill a lot slower.


Also when i read Tesla's reply here and see all the different skills, don't add skills that aren't being skilled by any tools please, (EU)Heavy Weapons for example.
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The Chosen



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PostSubject: Re: Suggestions about Skills System   2013-12-26, 00:57

is it not better to just simply start with a few small dozen of skills and maybe later some new implements?

or is it the meaning we start with allot skills that fit eachother like entropia? i think its more fun when it dont looks like the entropia skill i like this game for look like the old entropia but not to be entropia in future but i guess thats not
what john and jelle want to.

merry x-mas everybody santa santa 
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frozenone



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Age : 33
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PostSubject: Re: Suggestions about Skills System   2014-01-28, 23:07

well i think is better this sistem with evade / dodge then how is in AW ...with protections....well with protection should be armour providing we just need to skill how to avoid to get damage not to minimize it ..right?
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Tesla Coil

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Location : The Netherlands

PostSubject: Re: Suggestions about Skills System   2014-01-30, 04:55

Guess we not see any of both defense systems used in Pion.

As Frozen mentioned, armors will mainly decide how well you are protected.
Along with real life aiming skill and dodge skill will i think mainly determine your hit and evade rate.

Do expect skills mainly to influence the min and max efficiency and your stats like more health and stamina.
Guess all tools will have the same minimal efficiency, most likely 70%-100%

Then the more skilled you are the more the efficiency will go up on tools, of-course some tools would get faster efficient while others will need more skills to get more efficient.

Being able to use tools with a 95-100% efficiency will be i think the max to grow towards and a nice overall aim.

Think it is a shame in the other games you have to skill many years and spend really a lot of money to use the strongest weapons.
The approach i suggest will guarantee everyone can use all tools, be it with a average from 70%/100% or better depending of your skill level.

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Armor Razor

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Location : Athens

PostSubject: Re: Suggestions about Skills System   2014-02-04, 05:50

sorry Tesla, but i`l shut down your idea, you just posted entropia skills, and i dont like that, nor would MA like it

we already have hp and stamina, just make a way to increase that, or not

Strength that boost melee damage and weight you can carry
Agility boost running speed
Intelligence would boost skilgain
that would be the basic, add Knowledge that would boost ranged damage and hit rate

so that completes the basic

for the weapons add pistol skill, rifle, sword, maces, and even scythe, who cares

add armors skills, for each armor and it`s tier

better tier armor, the more protection it gives and the less consumes (those armors are crafted, looted that way)
dont want to see EU tiering in pion

ad more weapons and skills with them, skills for healing, few of them in fact

so adding this and that in the end we would have like 30-40 skills, more than enought to start with
by the time one max them we wold have twice more

oh, and let`s not forget defensive skills, dodge and evade, block, also critical skills, maybe add shiedls too...why?...why not?  Razz 

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SnelleEddie
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PostSubject: Design: a sketch or plan produced before something is made: “a design for a dress.”   2014-03-23, 07:20

I can assure everyone that we are not going to implement anything like the skills-list nor system that Tesla implied with his post.
We're aiming for a simple, realistic and rewarding system, carefully balanced on the scale of enjoyability... Wink

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Tesla Coil

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PostSubject: Re: Suggestions about Skills System   2014-05-13, 23:52

SnelleEddie wrote:
I can assure everyone that we are not going to implement anything like the skills-list nor system that Tesla implied with his post.
We're aiming for a simple, realistic and rewarding system, carefully balanced on the scale of enjoyability... Wink

Still think the idea in my second post makes a good chance for implementation, and if you read my first post i do not suggest to use the skills from Entropia.
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