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What form of Campaign leveling would you prefer?

Standard XP
Buy upgrades as levels
XP and Upgrade buying

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Author Topic: Campaign leveling.  (Read 21350 times)

keade

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Re: Campaign leveling.
« Reply #15 on: March 26, 2012, 12:23:48 AM »

I'd be very happy with a skill tree system. (EvE Online style)

Multiple trees starting with a basic skill (stuff like gunnery, navigation, engineering, mechanic...)
Each branch give you a bonus per level and you need more xp to buy the higher levels.
Maxing (or nearly) unlock another branch(es) in the same tree until you reach the top of the tree.
It give a smooth gain of power, allow specialization if you want and let you choose what you want to be good at.

For xp gain, the usual rpg system, killing X give you Y xp, same for doing missions or buying/selling stuff.

I don't really like the "gain a level, here have +5% to all damage" I like to have the option to select what I want to upgrade.

Having higher skill level allow you to use better weapon, but it can be annoying to not be able to use that weapon you really like, so maybe just a +X% per skill level or access to upgraded version of said weapon.

(added a picture for visualization)

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factotum

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Re: Campaign leveling.
« Reply #16 on: March 26, 2012, 04:40:12 AM »

I'd be very happy with a skill tree system. (EvE Online style)

Star Wolves 3 had a similar skill tree...I think that sort of thing works rather well. (That game *did* have classes, mind you, but most of the skills were shared between them--it was cheaper to get gunnery-related skills if you'd got the gunner class, though).
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Plasmatic

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Re: Campaign leveling.
« Reply #17 on: March 26, 2012, 05:53:53 AM »

I'd be very happy with a skill tree system. (EvE Online style)

Multiple trees starting with a basic skill (stuff like gunnery, navigation, engineering, mechanic...)
Each branch give you a bonus per level and you need more xp to buy the higher levels.
Maxing (or nearly) unlock another branch(es) in the same tree until you reach the top of the tree.
It give a smooth gain of power, allow specialization if you want and let you choose what you want to be good at.

For xp gain, the usual rpg system, killing X give you Y xp, same for doing missions or buying/selling stuff.

I don't really like the "gain a level, here have +5% to all damage" I like to have the option to select what I want to upgrade.

Having higher skill level allow you to use better weapon, but it can be annoying to not be able to use that weapon you really like, so maybe just a +X% per skill level or access to upgraded version of said weapon.

(added a picture for visualization)

I'd love to see this type of system, just make sure it doesn't take 3 months to train 1 skill 1 level :D

Also, I'd love to see weapons being "locked" if you don't have the correct skill, or better yet, they are usable, but so horribly inaccurate/flux inefficient, you would be way better off not using them till you have the necessary skill..

But I don't think thats going to happened..
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Nori

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Re: Campaign leveling.
« Reply #18 on: March 26, 2012, 06:30:37 AM »

I said standard XP, but I could see having a combo if what you buy is say, implants that boost skills or something...
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Thaago

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Re: Campaign leveling.
« Reply #19 on: March 26, 2012, 09:13:45 AM »

Have you guys ever played Shattered Galaxy? Clout, Education, Tactics, and Mechanical Aptitude; I believe these attribute categories translate very well over to Starfarer.

Here's a rough breakdown:

Clout - Level of political influence that allows you to have access to a wider range of units to purchase.
Education - This determines what weapons you are able to understand and utilize on the battlefield.
Tactics - Influences max deployed squad size as well as max reserves size.
Mechanical Aptitude - Increase the amount/size of equipment you can equip a unit with.

With minor tweaking, I believe that this fits very well into a core set of attributes. I'm pretty sure we can have a secondary list of attributes as well, but this is a great starting point.

I like this a lot! Makes a character seem more like a person rather than a random collection of numbers...
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Kaitol

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Re: Campaign leveling.
« Reply #20 on: March 26, 2012, 10:38:03 AM »

Personally I don't like the thought of a standard xp system at all. It just seems too, overused. Instead, when you start the game you pick a "specialty" for your Captain from a large list. Are they a small ship tactical expert who can give more types of orders to more precisely control small craft, and generally boost the abilities of small craft hes personally captaining? Are they a charismatic Captain who can squeeze in an extra officer or two and/or boost the abilities of his officers?

And then as TIME goes on, periodically "training" slots open up for your Captain, where they can train up some other secondary skillsets, or improve his existing ones. Maybe they takes a crash course in subspace engine systems, to provide a small boost to combat and system speed, not as much as an engineering officer dedicated to that, they ARE the Captain, they can't spend all their time inside engineering after all. Or maybe they take some time to improve his existing charisma and leadership skills, and can fit even more officers and/or give them a bigger boost, etc.

Your Captain wouldn't level up directly from combat. Combat adds to their experience, of course. But every second of someones life adds to their experience. Dealing with their crew, their officers, managing their fleets and objectives, combat, dealing with ship problems, everything adds and builds an individual. Just getting XP's from combat seems so... boring? It may be all well and good for common crew members, and maybe even officers, but for the players own persona, I think they should get something a little more special.

So to sum up my suggestion. Over time (actual game time) your Captains betters themselves, trains themselves, pursues new skillsets, etc. Now, getting a "level", say, every couple of months like clockwork would be weird and all, so I'd suggest once you hit the minimum amount of time to get a new training slot/point/whatever you have a percentage chance to get a new "slot" every day till you get one, a chance that slowly rises with time until you're guaranteed to get a slot, then it resets back to 0 and starts counting again. Now the problem could arise that someone just sits around and does nothing/ leaves their computer on and goes off to get free "levels", and we can't have that. So I'd suggest having a system in place where the level timer stops moving forward at certain points ( ever 5 or 10%, or 25% ,or something) until the player does SOMETHING. A battle, a random event, a mission, something that requires player input and reasonably adds to a captains "experience", unlocks the timer and allows it to continue.

This way, your Captain develops and grows over time, naturally, into a unique, individual Captain. This system could easily be made more intricate and complicated, or streamlined and simple, and shouldn't be TOO difficult to implement, I think. Well, this is my two cents, peace.
« Last Edit: March 26, 2012, 10:43:22 AM by Kaitol »
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CaptanSpudsy

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Re: Campaign leveling.
« Reply #21 on: March 26, 2012, 01:16:49 PM »

Also, I'd love to see weapons being "locked" if you don't have the correct skill, or better yet, they are usable, but so horribly inaccurate/flux inefficient, you would be way better off not using them till you have the necessary skill..

I don't think that would be the best idea, after all, the only limiting factor for weapon attachments should be money. I don't know about you, but I don't want to have to grind five levels to be able to attach a tac lance to my Apogee if I already have the money.
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Krippakrull

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Re: Campaign leveling.
« Reply #22 on: March 26, 2012, 07:23:54 PM »

Along a normal skill system I'd love some kind of perk system a la Fallout to specialize your character, adding replayability to the campaign. There's just something about perks that makes me all warm and fuzzy inside. Increasing a skill with numeral X, sure that's kind of rewarding. Getting a cool sounding perk that defines the character and makes him different, YES PLEASE. Also, make it impossible or VERY, VERY hard to be master of all, or the replayability suffers a lot (IMO.)
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sdmike1

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Re: Campaign leveling.
« Reply #23 on: March 27, 2012, 12:16:45 PM »

i think that starfarer could use an advancement system like mount and blade but... in space! ;D

Hopelessnoob

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Re: Campaign leveling.
« Reply #24 on: March 27, 2012, 02:36:49 PM »

Both, you should have XP for your captain/Admiral(The player character) and buying power for your ships. hopefully different things are effected with a tiny bit of overlap between the two.
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Gaizokubanou

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Re: Campaign leveling.
« Reply #25 on: March 27, 2012, 03:57:05 PM »

Both!  Because they both work so well.

Wouldn't mind having chances at obtaining perks through certain actions like you do in say, Total War games.
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Anysy

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Re: Campaign leveling.
« Reply #26 on: March 27, 2012, 06:53:11 PM »

Having something like mount and blade (in that you have a set of skills that can only effect YOU, and a set of skills that effect your FLEET) would certainly work somewhat well - I can see arguments for both the SG and Eve approach too.

Overall, with what has been mentioned about officers and such, I really think that a m&b esque system is probably what we will end up seeing - Personal skills affecting the flagship, and any ships under that in your fleets hierarchy, with other officers lending personal bonuses to their ships (or in the case of an admiral, giving their admiralty bonuses down their chain of command too). I think we could also see some sort of mechanic where the larger a ship/fleet is, the less effect the skills have - You might expect the captain of a hyperion (crew=5) to effect the weapons in the same way the captain of an Onslaught (crew..more than 5) would effect the weapons
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Flare

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Re: Campaign leveling.
« Reply #27 on: March 27, 2012, 07:34:07 PM »

I'd be very happy with a skill tree system. (EvE Online style)

Multiple trees

We could try something different. Oh god we need spoilers. Like a circle.



Each skill influences the surrounding skills in both with the upgrade path as well as conferring some sort of bonus related to the skill being boosted. And perhaps instead of putting points into a skill and instantly bumping up a 10% increase, maybe skills like these are gained gradually. Kinda like filling each of these spaces up with water to to speak.
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jdb1917

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Re: Campaign leveling.
« Reply #28 on: March 27, 2012, 09:51:17 PM »

i don't know if anyone has ever played it, but i'd really enjoy a leveling system that would be similar to jagged alliance 2. where you gain experience in agility, dexterity, strength, leadership, wisdom, marksmanship, explosive, mechanical, medical and level.

the way it worked in this game is that all stats where leveled individually based on how often you would use them, and then based on them, you would receive an overall level. all these skills could be used in some of the quests found in starfarer as well as little bonuses for your flag ship.

agility
could be used to give your flagship a bonus based on a value / ship size.

dexterity
this could give your guns a rotation bonus of a value / hard point size.

strength
this could be used to board ships perhaps?

leadership
a bonus to command points in combat and a reduction to your mutiny lvl when overburdened.

wisdom
this could give you a chance to see the initial deployment of enemy ships when starting a fight, and get additional info on fleets in space before engaging

marksmanship
this would reduce spread of rapid fire weapons or increase accuracy of weapons on autofire.

explosive
this would give a bonus to boarding and mining.

mechanical
you would repair parts faster in and out of combat.

medical
you and the crew of your flagship would naturally heal faster.



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Flare

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Re: Campaign leveling.
« Reply #29 on: March 27, 2012, 10:07:26 PM »

It's probably easier and less tacky to make up stats than outright copying them and fudging them into another genre of game.
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