Haven't decided on that yet, it's something that will have to be decided as we progress and figure out a way to balance the system. On Thu, May 27, 2010 at 2:35 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > I agree with alan that attackers and defenders should not be based on > population. Having it based on population would detract players from using > the skills because it would be like losing experience. > > 50 points sounds like a good starting point. Are the trees going to allow > more than one point into each area? are they going to have different maxes > per different skills? Like maybe Lightning can have 3 points put into it but > earthquake only allow 1? Or maybe they all have a max of 3? > > On Thu, May 27, 2010 at 11:31 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >> Good thoughts (: >> >> so yeah... we have to know how many skill points a player gets each level, >> and then we also need to know how many levels a player can achieve in our >> game, which means we need to know how many levels there are and how big they >> are - and whether skills can increase your population maximum, but then we'd >> need to know what skills there are. AHHHHH! >> >> hehe... how about we just decide "the player will be able to get a maximum >> of 50 skill points by the end of the game" and we start designing the trees >> based on that? >> >> We'll set up the population leveling amounts to make that a true >> statement. >> >> If we are going to have 5-10 levels that might give you an idea of how >> fast the character will be able to get skill points. >> >> We wont be able to write everything in stone yet because as the game goes >> on we'll need to rebalance things or add new skills, but i think this would >> be a good way to be able to start working on this stuff. >> >> Did you see the (very small) list of skill tree ideas in the design >> brainstorm section? >> >> For the attackers / defenders, I think they should be summoned units vs >> them being part of your regular population but so far the other things seem >> pretty good. >> >> Do you wanna be the overworld skill tree man? (: >> >> >> On Thu, May 27, 2010 at 11:19 AM, Nick Klotz <roracsenshi@xxxxxxxxx> >> wrote: >>> >>> Here is a very basic example for some skill trees. Obviously the >>> finished product could be FAR more involved with dozens of skillsets >>> and hundreds of skills possible, as well as unique properieties for >>> each.There are also several different ways we can go about going up >>> the tree. One way is to make it linear in each of the branches, that >>> is: You start at the bottom of each major branch and work your way up >>> to the top. >>> The other way is to go webbed, that is, open a lot of skillsets early >>> on, ie: opening Elemental would unlock Lightning, Earth, Water, Wind, >>> etc ,and allow the player to move up each branch as they best see fit. >>> A third way is to make it so you have to get a combination of >>> skillsets to unlock a new skillset, IE: unlocking lightning would >>> require you unlock water and air first. >>> >>> The other decision is: when the player goes up a level, do they unlock >>> multiple skill points each level, is it a set amount or random, and if >>> so, how much do we 'charge' togo up a level in the tree? The other >>> way is to say, "here is one point per level, have fun, ie: >>> borderlands. >>> >>> >>> Elemental >>> Lightning >>> Standard Bolt Standard bolt, needs high accuracy, does normal damage >>> Homing Homes in on closest available target (possible able to make it >>> target specifc monster type, or monster with highest HP) >>> Branching Hits an enemy then branches out to damage nearby targets. >>> Does less initial damage than Standard Bolt but much better for >>> swarms. >>> Earth >>> Boulder Launches a standard boulder at target, other uses could be to >>> destroy barriers. >>> Upheavel Sudden violent upwards motion of the ground, great against >>> standard ground targets. >>> Earthquake Don't use this in Haiti. >>> Tech >>> Populace >>> Builders Makes builders more efficient, decrease build/repair times >>> Defenders Increases skill of defenders >>> Offenders Increases skill of raiding parties >>> Masonry >>> Masons Increase building resistance to regular damage >>> Specialist Increase building resistance to elemental and terrain damage >>> Warfare >>> Armory Increase defense of all populace types, possibly unlock or >>> upgrade player armor and defenses >>> Weaponry Increases offenses of offenders and defenders, possibly >>> unlock or upgrade player physical offense types >>> Siege Creates ability for populace to have siege weapons for defending >>> and attacking >>> >>> Project 1 Dev mailing list >>> to unsubscribe, please send an email request to demofox@xxxxxxxxxxx >>> Project 1 website: http://project1.demofox.org >>> Project 1 SVN repository: http://pyotek.com/project1 >> > > =============================Project 1 Dev mailing list to unsubscribe, please send an email request to demofox@xxxxxxxxxxx Project 1 website: http://project1.demofox.org Project 1 SVN repository: http://pyotek.com/project1