Class/specialism idea

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Class/specialism idea

Postby Kalacia » Thu Feb 04, 2016 12:46 pm

A loose class system
Currenlty the game rewards players who put in shit loads of time. Which is fine, but its literally just a stat race. The power of the world is tilted towards might makes right… and physical might. There is little power to be gained from controlling high quality goods, a clean water supply or just simply… food.
Food seems to be used primarily in stat growth. It’s a nice idea, but missing the main reason we eat. So we don’t die. Misses the main reason we drink… so we don’t die. Misses the main reason we drink wine… to have fun and forget our sorrows.
Here, a high level warrior can farm their own produce. Removing any power a farmer can have over them. They can just go to a river or well and drink the water. No control can be exerted over another player by resource control that they could not just then take themselves with a sword.

My idea to remedy this is. Have a loose class system. Or a specialist system if you will.
Lets say we cap stats… take a number to make the example work. Say 50. Also, lets say we reduce the amount of stats we have at character creation into ballpark figures. Combat, mental, physical and professions(like a job skill). All of these ball park stats have a cap of 50, and are not mutually exclusive. You can have them all at 50.
This broad stat line will then allow you to specialise your stats. So let’s pick combat first of all. Say at 10 points in combat, you can then start to put stats into unarmed. At 25 you can pick either marksman or armed, at 50 you can choose the remainder from 25. When a skill is unlocked you can start to put points in the unlocked skill (at a capped level, but a cap for ALL).
Lets take professions for my next example. At level 10 you can get to pick a trade skill, say agriculture, carpentry, blacksmithing, miner etc etc. Each 10 levels or whatever you get to pick another one(or two). And level each accordingly.

If skills are complementary, say mining and blacksmithing. Armed and unarmed combat. They will complement each other, giving buffs. So like, reduced stamina usage, increased quality, chance of extra ore for example.
In combat, it could give you access to new skills, or buffs/debuffs to friends and foes in combats. Higher crit chance. Being skilled in unarmed and your sword is disarmed from you… means you can still fight effectively.
But the flip side will also be true. Being a farmer requires different skills than being a warrior. So if you stack a large amount of agriculture lets say 40 out of 50… and you start to train combat skills, the maximum you could have is level 10… These are mutually exclusive. This will then prevent you getting level 50 in the specialist skill (armed or unarmed) unless you willingly reduce your agriculture skill.

If we then look at the physical stat, this would include things like constitution, strength and agility. As you don’t see the worlds strongest man running marathons, after a certain level.. lets pick 25 the stats here become mutually exclusive and will average out. So you would never hit 50 as long as the other two are above 25.
As your get more skills in a specific area, you will need to eat the correct food at the correct quality to maintain that. SO your FEPs still give you skills, but the quality of food that gives them needs to match your actual skill level. So you need to be eating say Q50+ str food to maintain a str of 50. Same would be said for perc or any other specialist skill.
This would mean that warriors/raiders would need to keep raiding higher quality level settlements. Or side with a bunch of farmers for mutual gain.

PS.
I wrote all this and then the idea of bot useage came into my head again. Sigh! They would totally ruin this system, they ruin the current system. Blegh. Well, ive posted it anyways. Maybe its of use, maybe its not. maybe Jorbtar will read it and get one line and be like "YES! all abord the creative train".
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Kalacia
 
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