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Changing the leveling system


Edokage

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I'm not even sure if it is possible to make but here goes:

 

Redesigning the leveling system

 

Inspired by the leveling system in the Elderscrolls games along with my own ideas.

Skills are improved by using them.

SPECIALs are improved by improving the skills connected to them (luck is connected to all skills so it would require 100 in all skills to reach 10 luck).

All skills start at the same level (10, just enough for all SPECIALs to be 1).

Perks that would initially require leveling can be taught to the character by specific NPCs throughout the game (requirements haven't changed but the NPCs probably won't do it for free).

SPECIAL changing implants are removed.

 

How to improve skills:

Barter: XP is measured by how much value the items bought/sold in a trade are worth (not their buy/sell value but their actual worth).

Energy weapons/explosives/guns/melee/unarmed: XP is measured in damage given. If a shot/hit deals more damage than the enemy's remaining health (killing shot) the remaining damage will not yield XP.

Lockpick: Unlocking gives XP based on difficulty of the lock (adding more locked items into the game as well as easier locks for beginners is a must for this to work properly.).

Medicine: Using medicine gives XP based on the kind of medicine and effect (like weapon damage XP).

Repair: Repairing weapons and armor gives XP based on effect (like weapons and medicine).

Science: Like lockpicking but with science instead (same suggestion as with lockpicking: make more chances of using science and make some of them easy for the beginners).

Sneak: XP is earned when sneaking based on the chance of getting caught (light, movement, position, distance, how many can detect you and probably a bunch of other factors. This is probably the worst skill to program an XP algorithm for).

Speech: Talking to people earns XP. Ideally only new dialogue options should give XP but it would make getting 100 speech almost impossible. This is the skill with the biggest chance of getting unearned advancement in.

Survival: Exploring gives XP (finding new places gives XP as does just running around over time (but the amount from doing that is miniscule)) as well as cleaning locations of animals and collecting herbs.

 

Crafting gives XP to the skills used based on the difficulty (skill requirements) of the item crafted.

Dialogue options and events with skill requirements also gives XP to the used skills based on those skill requirements.

 

 

(It is possible to make a 'super' character this way but with the amount of time it takes to level every skill up to 100 and find and learn every perk the player has earned it (not to mention that there probably isn't anything left to do in the game at this point unless you have more than a few mods).

Edited by Edokage
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Well so the more you practice the more you become skilled, I like this ;)

What do you think about skill points limitation; for example in each level you can improve your skills (by practicing) only by 3 points (5for tagged skills)?

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One of the main points of this change is that there would not be any levels anymore thereby making it more realistic.

BTW does levels in NV do anything other than changes for the player when (s)he levels up? (From what I can tell enemies don't change strength based on player level but it might change something that I am not aware of.)

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