I just made that other thread but this idea has so much more potential than the rest of it that I couldn't possibly leave it alone.
This is a big change to how combat will be progressed and played out.
Basically, what should be done is that UA, MC and Archery should be completely split from the rest of our normal skills (hereby dubbed as Life skills). Those three skills are now Combat skills, and the way they progress is entirely different.
Progression for combat skills should be based on time input and training the skills with multiple ways:
Early MC/UA/MM should be trained by using Archery targets, or Practice dolls, or beating up/killing small critters (Rabits, rats, toads, frogs, squirrels, etc.) This should be sufficient until around 25 Combat skill.
Once you are at 25 combat skill, the above methods do not work any longer. From here, you should be able to spar any other person who is also at least 25 combat skill, until around 50 combat skill.
At 50+, sparring no longer gives experience. From here, the only way to train them is by hunting and killing big game (Deers, boars, bears, etc.) This should work until around 200 combat skill.
At 225, you no longer gain experience from big game, and have to hunt Epic sized monsters (Mammoths, Trolls, any potential new monsters we gain). This only works until 250 combat skill.
At 250 combat skill, the only way to progress until 330, is by killing other players. Experience should be based on their combat level as well (For the most part, killing anyone with half your skill or less should not give any progression at all.)
The exact numbers don't really matter too much, progression should be moderately paced- these are just numbers I think would fit well.
Combat skills progress independently from Life skills, and the curiosity system is still in place (until something better comes along) for putting points into your Life skills. Combat Level should be a formula based off all of a person's combat skills combined.
Pros:
Non-timegated activity, it's something anyone can do at any time.
Allows ALL people to stay relevant in combat based on their time input into the game.
Due to the 250 cap, players wanting to become stronger than the normal may do so, but not overwhelmingly powerful (The delta between a 250 and 330 is noticeable, but not extreme enough that the 250 is hopeless)
Combat alts will require a much higher time investment to create, and this may desaturate their numbers.
Is progressed outside of the LP system, allowing all players to have a life skill if they desire to, and lowers the resources expended for combat alts
Allows hermits and smaller time players to maintain a fighting chance against stronger villages (while villages will always have an advantage, gear, it's much more fair than the current system)
Villages will no longer be able to mass-produce combat alts for this sake as well, further desaturating their numbers.
Cons:
Gives an advantage towards aggressors (Experienced pvpers will be stronger than those who only protect themselves)
Casual players may find it much harder to stay relevant due to not being able to produce combat characters during off-time.
Potential for botting (though, i find hunting-bots do not exist yet, and may have several hurdles to be created anyhow, while being easily defeated with minor combat changes... And if we get to the point where people can automate hunting, we have large issues to be concerned about)
???
I am fairly excited about this idea, and would sincerely love a rundown on potential flaws it could face.