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no skill points and hp after level up, so, i was thinking...


Erierth

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...what if instead of receiving skill points and HP after a level up, the character could only receive SP and HP by firing a weapon, using items and taking damage?

for example:

 

if you fire a handgun xxx times (on living characters), the small guns skill will increase 1 point. the same formula will be applied to big guns, energy weapons, meele, unarmed and explosives

if the character takes xxx hp of damage, his/her hp will increase 5 points. and if use xxx stimpacks, the char. hp will increase 5 points

barter skill will increase 1 point every 100 caps you earned in trades (in a crescenting order)

the lockpick will increase 1-5 points after a sucessfull lockpicking. the same for science and its computers...(depending on difficulty)

the medicine will increase 1 point after xxx use of Stimpak, RadAway, Rad-X...

the repair will increase 1 point after xxx of repairs you made to weapons and armor

the sneak will increase after xxx of time that the character stayed HIDDEN (like 1 point after 1 minute, but non accumulative), and xxx times stealing

the speech will increase 1 point after xxx times the character talked to someone (repeating the same conversation with the same npc will not count:P) and with sucessfull speech chalenges

 

the character can still gain skillpoints by reading books, btw

 

i said 1 point and xxx times because that was just an example:P

 

and with that, we can use a mod that give less xp or to increase the distance between levelups, just for receiving perks

 

so, what do you guys think of my idea?, is it doable?

if you people think this idea stinks, just let it drop...

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Oblivion's system was like that, and level depended on the skill level of the "primary skills" you selected.

 

You ran/swim/jump, your endurance went up, you used bows, you got better in bows, you lockpicked, you got better at it, you sneaked, you got better...

 

So, what was the problem?.

 

The problem was that people was pretty much forced to select shitty main skills, because if he/she dared to main an useful one, it would grow quickly and gain level ups, without really growing in stats in a balanced way. Result: screwed up char.

It was also annoying to just level up for just deciding to walk between a and b instead of fast travel, and everyone had gripes with the rate the skills grew.

Balancing the rates of growth is VERY important, or you'll end up with a frustrating experience like oblivion's vanilla leveling was. And balancing takes long times of playtesting, better if it is of several people, and that takes a lot of time.

 

I'm not saying the idea is bad, i'm saying it takes alot of work.

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