Excidium
P. banal
I think it's a p. neat idea, if money is hard to come by. Otherwise nobody will bother...
Luzur said:dont die on us now, or we will find you and hurt you.
also, Codexers should make cameo apperances.
Crooked Bee said:Yes yes there must be a bee in there somewhere, a crooked one, flying vertically
Garfunkel said:Yes for level cap or then exponentially making XP requirements eventually so high that only some insane assburger will grind enough to get there.
As to book learning, I agree with meltdown that they should come in a variety, like in VTM:B where books could require certain amount of skillpoints before they could be understood and only then bestowed their gift to you. So "introduction to mechanical systems" might require INT4 and zero skill, giving you +10% to repair. Whereas "Advanced Nuclear Fusion Engineering" would require INT8 and existing skill of 80% to utilize.
Also, I checked this video:
http://www.youtube.com/watch?v=DOBX3eyhB60
and was curious where you found the image? Is there a better resolution version floating around somewhere?
Plus, I can help you with those encounter tables if you still need help. PM me details when you can.
SCO said:How about not giving xp for combat, only quests?
Worked for VTM:B. And it would troll grinders and combatfags no end in a fallout-like.
Awor Brokraz said:How about not giving XP for quests, just for specific uses of skills in them? And actually rewarding with skill points for a specific skill group?
Ess See BRO said:Controlling the exp given would also allow you to plan the character progression very exactly.
In bloodlines for instance, it was possible to be absurdly powerful if you used the books at later points (just before they got ineffective). But then again, bloodlines had the advantage of not using a percent system for that.
Regardless, a difficulty level setting for the campaign could also apply a multiplier to the exp given. So a hard campaign would end on level 6 and a easy one on level 12.
^
This idea would probably be unpopular though.
Regardless, i feel that in AI, it should always strive to fuck the player the best it can.
It will undoubtedly be retarded anyway.
SCO said:How about not giving xp for combat, only quests?
SCO said:Combat wouldn't give xp, but "getting rid of the guard" would.
Basically, they should give the exact same reward by using the same termination condition.
Quest get by guards would have a
"done yet" boolean
and would only give xp once you actually enter the building (once).
If you killed them, or talked to them, it doesn't really matter.
Surviving random encounters would not give anything (or would give something when you get out at the borders if you're feeling nice - notice that combat fags still get items so they still have advantage).
Another example, puzzle rat diplomacy:
You need to force unarmed people to do something they don't want to do. You can bribe, you can defraud, you can shoot the knee of the guy's friend (and that would make them surrender and do the stuffie).