At this current moment, character growth is either linear, cubic or exponential in terms of skills etc. I.E. you raise one skill to a high level and then use that skill to raise the rest to a similar level. Unless I am sorely mistaken on this ( which I might be, it's been a long time since I murdered something / did high QL crafts ), then it's just a bit ridiculous that someone who is skilled in combat can easily outskill someone else in weaving or smithing.
Now, I've thought of a few solutions to this, so I'd like to ask you all to look over their merits:
- Skill ups stay as they are, including learning individual abilities to craft things, but every point put into a skill raises the cost of other skills by a fraction of that amount. This is my least favourite solution, but the one that requires the least effort.
- A LP system based on diminishing returns. You can only earn a certain amount of LP per day, and that amount decreases the more LP you gain. An ability to remove LP from skills would probably be needed. Have it capped how much you can remove per day, however.
- There is a "skill cap", and players cannot go beyond that cap. Abilities are either earned for free ( when you reach a certain level in a skill ) or bought for a certain amount of LP. Those abilities might be able to be levelled up, but that's probably pushing it too far in terms of grinding. For this, you could do the old UO "increase your skill by using it", but the LP system is better done, I think. For this, you'd probably need a way to clear some of your skills, instead of being horribly stuck in a certain "spec".
- Every time you do a skill you only earn LP in that skill. That LP can be used as a general LP at lower skill levels, but becomes more and more specific the deeper you go into the tree. Abilities are levelled up individually from their own or a general LP pool. All characters will need to start off with diverse enough skills to earn specific LP. A skill cap on this is possible. This would probably need a reskill system, too.
- Go the Star Wars Galaxies route. ( This is probably my favourite idea. ) Basically, you earn LP the same as the above example, but you buy individual abilities with it. So, you start off with apprentice blacksmith and they can go into apprentice weaponsmith, apprentice armoursmith, apprentice toolsmith etc. This would need a skill cap. See here for Star Wars' skill trees: http://www.swgcharacterbuilder.com/swg-cb.php They butchered the game so it is nothing like that now, unfortunately.
I would suggest, at most, three skills maxed ( at 100 or so for the skill including ones ) until diminishing returns severely start in / you can't increase skills anymore.
But, yeah, that's pretty much all my ideas. Just a little dump that I hope Jorb and Loftar can skim something off.
Any comments, gents?