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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.

Since there is so much, this might be split between releases. Especially because it may need to be balanced.

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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