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Version a2.0

Crows Of War edited this page Nov 15, 2016 · 8 revisions

This page contains information and goals for the upcoming Alpha Release 2.

The skills update

  • Add XP to each bending ability
  • XP will be increased by using ability
  • Some sort of training dummy ...?

Character Progression

  • Added Progression Points
    • Can be spent to remove deadlocks
    • Can be spent to unlock new abilities
    • Are gained by performing certain tasks which break up monotony of usual training.
    • Limited amount per player; must wisely spend PPs to achieve a desired "build"
    • Developer will manually add a few; player will pick which ones to follow. Should be "balanced" so each is viable
  • Added Deadlocks to abilities
    • Prevents further progression of the ability
    • 3(?) deadlocks per ability. So one at 33%, 66%, 99%
    • Must be removed by spending a Progression point
    • After getting past a deadlock, significant bonus will be applied - ability progression is not entirely linear.
  • GUI for spending PPs
    • Show all abilities for a BendingController
    • Show each ability along with its current XP, and buttons to remove Deadlocks (spend progression point)
    • Show next LOCKED ability and button to unlock it (spend progression point)
    • Layout sort of like Skyrim skills menu??

Misc. Ideas

A few ideas of how to improve Skills system...

  • Attributes
  • Like abilities; can spend PPs on them
  • Affect one aspect of all abilities for that Bending
  • No XP for them; only spending PPs
  • Encourage player "builds"
  • Limited # of progression points per player
  • Must spend PPs wisely, or at least prioritize them
  • Promotes different strategies for combat, even within one Bending.
  • Example:
  • Long range firebenders might focus on Fireball and Endurance (sustained combat)
  • Close range firebenders would go for Flamethrower and Damage (quick, explosive duels)
  • Only gain XP on ability failure
  • Naturally creates exponential curves
  • Must have some sort of "failure"
  • XP gains shouldn't be linear
  • I actually overlooked this.
  • Scrolls/books that players can find and share
  • Small XP boost once read
  • Find in villages or dungeons?
  • Helps to remove monotony of training
  • Player written?
  • Promotes group play
  • How to prevent players from writing too many?
  • Spend a PP for each scroll?
  • For each PP spent on a scroll, subsequent scrolls made by that player would give more XP (encourage Trainer build)
  • Due to Deadlocks, players couldn't exploit to get infinite XP
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