using the right skill in the right moment during dialog.
I hope you don't mean there's reaction time involved
No, far from it. I just meant that for the skill to work correctly, it must be used in a context that makes sense. For example, if you are trying to bribe a guard, it won't do to just offer the bribe as soon as you talk to him. You have to make some small talk with him, get him to tell you about how poorly they are paid, or how his roof leaks when it rains and he has no money to fix it. Then you move in to the kill.
In any case
1) what's to stop the player from trying all his moderate-high skills at any perceived turning point during a conversation (limiting amount of tries? based on charisma?) And to aid the player: what subtle clues exactly, are you thinking up to specific interface cues like a small icon indicating 'something extra to be found'? Or just judge according to dialog?
Well, using the wrong skill at the right time might have amusing results to begin with. If you try seducing a biker gang leader (who happens to be very straight) with an all male party, the complete opposite of what Bioware fans expected might happen. Trying diplomacy with him might not be so bad, but he might enter bully mode, making demands that clearly will get you into trouble "Sure, we can talk. But first give your weapons to Larry here. You know, as a sign of trust". Then again, diplomacy might prove more effective after he was threatened, and threatening him might be more effective after you busted a few skulls of his gang.
As for the hints, yes, I meant dialog only. And not necessarily from the NPC either. For example, a caravan guard might remark some time that the tough leader of the band actually has a soft spot for learned men, cuing the player that a character with more academic skills might be able to use a "seduce" skill on her.
2) There should be free for all skillcheck branches you can trigger at any time, like for example doing something non time critical(i.e. not a hostage situation, etc)but still requiring specialist knowledge to start, like beginning a conversation about advanced battlefield surgery. Or is that too casual and without a sense of urgency
I think options that are only part of the dialog tree, of meeting a specific character, could use the old branching format. I really see no problem with that. Sometimes a conversation is just a conversation, and the dialog tree is one of the easiest ways to make it flow well, so go with it. Other times, however, a conversation option means something, changes something. It is in these cases I think such a system might really be useful.
3) What about feedback upon failure, should there any at all like continuing from the previous example the doctor might say "I'll teach you more but you should get your fundamentals down first", or when there isn't such an option at all? I'm thinking a random line from a pool of responses for each skill that npcs won't talk about.
Don't know for sure how to best implement this, but I definitely think good feedback for failure is important. I was just playing Maniac Mansion recently, and I noticed that when you asked a kid to do something he couldn't the feedback was different from when you asked something impossible. This helped make the game better (even if I was to hardheaded t notice the difference all those years ago when I first played it).
4)Oh god what about the adventure gamey 'use item on npc" command, or should items that begin quests automatically give you access to the new dialog
Well, I would definitely like that. Maybe not for all items, if a use was obvious, just present it in dialog. But having the world be full of secrets you might larn and act on can make for a very fun game in my opinion.
bro don't mind the questioning think of it as a codexian reaction to any feature being described as opposed to the usual gamer response of "sounds awesome and innovative"
No problem at all. I am actually glad you asked questions instead of just going "awesome (and innovative)".
Clockwork Knight
I was going to say this wouldn't be much more of problem than trying every verb on every noun in an adventure game. But now that I think about it, I think having the use of these skills be more context sensitive could greatly help this. It is not just a question of threatening, but blackmailing someone
with the evidence. It is not just a question of using diplomacy, it is knowing what the other side wants, and what they are willing to give.
SCO
I know you probably meant bloodnet, not nethack, but if you didn't, I really need to get to deeper levels in that game.
But you are right, some games did something like this before. Neuromancer isn't really an RPG, but it implemented skill use in dialog much like this. Well, at least it implemented cop talk like this, I don't remember if there were other occasions where it came up.
TwinkieGorilla
Well, I think that as long as they implement enough instances of it, and have enough hints lying around, it might actually make for good gameplay. What really worries me is whether it would be worth the extra work, given their budget. By the way, I was going to post a topic about the "ask" from fallout, suggesting it was used in a similar way to Neuromancer. It is a bit late now, though ,so I will do it tomorrow.