I want to see if making a shift away from the curio/quest grind norm would help players entering/returning to the game, and to keep the world playable for people who have stepped away from it for a few months. I also would like to give more importance to how you've built and invested in your character's combat deck.
>UA and MC are removed as skills so they will no longer be raised by spending LP
>UA and MC are now their own type of attribute in the character sheet
>UA and MC now increases as your character purchases relevant or impressive skills (to give developed characters a definite edge over fresh spawns with gear on)
>Stat cap of 100 UA/MC for skill-bought boosts (can go higher with gear bonuses & potentially credos(?))
A fresh spawned character would start at base UA/MC (1/100). Players can increase their UA/MC by buying the following skills:
yeomanry (4k LP, +5 ua/mc),
first aid (4k LP, +4 ua/mc), <<<<<<<< Yeomanry and first-aid would be the first skills you'd want to push for as a new player, which I think encourages the natural progression that we already have
plant lore (4k LP, +5)
tunneling (6k LP, +5)
woodsmanship (12.5k LP, +5),
tresspassing (20k, +5),
lawspeaking (20k, +5),
Theft (25k LP, +5),
rage (30k LP, +10),
siegecraft (125k, +10),
vandalism (50k, +10),
deep artifice (150k LP, +15),
Druidic Rite (150k, +15)
Combat discoveries, gear bonuses and bought skills are the only way to get an edge on your opponent. (200ua/mc cap if including gear bonuses, AC works the same)
If credos would provide additional boosts to ua/mc, then the max could potentially be 150-200 which would increase the cap to 300, or 400 with gear.
Pros:
-No UA/MC to grind on top of your crafting stats, meaning a higher likelyhood of jack-of-all trade characters being created rather than having separate, dedicated, farming alts
-Creates a barrier of entry for fresh-spawned characters but removes the impossible gap that's place between the long-term titans from world-start vs anyone joining the game later on
-More emphasis on gear and combat deck structure and combat discoveries
-Lowers the bar for pvp interactions to take place
-Might see more noob conflict
-Might make hunting more skill-based in the future because it would take a bit more planning
-Idk it's cool ok
Cons:
-Combat alts would be easier to make/more common
-Titans would never feel completely safe from being attacked/KO'd (Legacy)
-More gear durability loss in general
-More emphasis placed on gear qualities making the item grind more important