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Poll Level-Based or Career-Based Abilities?

Discussion in 'Build 15 Brainstorming' started by Pieter Boelen, Feb 13, 2016.

  1. Black Bart

    Black Bart Corsair Storm Modder

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    Well i actually do like the tips all over the loading screens........i did actually learn something new from a few as i've been playing the later builds and stuff changes :yes

    And thanks for the pointers etc, that will all be extremely handy when i get time to do things :D And while it might seem i was being down on the locked abilities thing, in principle it can work, just as the realistic skills thing works, i just ran into a few unfinished things (or bugs maybe as Pieter mentions) here and there and it felt a little too rough around the edges for comfort, if you know what i mean.

    @Grey Roger it would have been either Beta 3.4 or 4 that i had that issue with the 'blocked' cannoneer ability tree, i'll do my best to find the situation again and stick it in the bug thread.

    If it provides a clue the ability was a 1 point cost (pretty sure it was increased range) that was gold in colour, which i understand means it should be available for me to select, but it had no reasons on it's info screen (when you actually click ok to get it, and that normally shows any pre-requisite things etc) as to why the 'ok' was greyed out and non-selectable.

    Well one thing to consider would be a bit like the situation with the Open Sea Mod currently, that normally forces you to play in Iron Man mode (if i have that correct, or is it that when you select Iron Man mode you get the Open Sea mod by default?), so when you do go into the files to activate it for a regular type game, it can get a little confusing, especially in relation to explaining bugs/issues etc.

    So by that i would not try to say tie it into the realistic skills gain system, as some people may love that but not love locked abilities, so flexibility to all these systems can be a great thing in terms of players getting to play the type of game of PotC they prefer, and to be fair to the Build Mod it has been excellent for this, maybe more so than any other mod i can think off, certainly one of it's strengths :yes
     
    Last edited: Feb 18, 2016
    Pieter Boelen likes this.
  2. Levis

    Levis Find(Rum) = false; Staff Member Programmer Creative Support Storm Modder

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    Let's see if we can bring this discussion up again. As I believe I know pretty well how the ability system works and I'm still not happy with it either I would like to know how we can improve on it.

    So some questions we need to ask are:

    - Are all current abilities usefull or are some never used?
    - Do we need any abilies to boost something or create a certain effect which we are still missing?
    - Which abilities should be avaible from the start
    - Should all abilies be avaible for everyone
    - If some abilities shouldn't be avaible from the start how can you get them

    Remember we can overhaul this system completly if we want. It could mess up things like goldbug (right @Jack Rackham ?) but we could then see how to fix this.

    So how would you ideal ability system look?

    I think mine would be something like this:
    What i describe in my idea is actually possible to make.
     
  3. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

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    The original abilities are useful. I don't make much use of any of the newer ones such as "Cooking" unless a character already has all the original abilities associated with his post, and probably not even then because once he's maxed out, I'm likely to shift him to a different post so he can start earning points in another set of skills, and then use his ability points to get him the perks for that post.
    There are plenty already.
    All abilities should be available, then it's the player's choice which ones he uses his ability points to buy.
    Or we could just leave it working as it is now.
    Pretty much as it is now, including the toggle on locked perks so I can disable them but people who like them can have them. The old saying "If it ain't broke, don't fix it" applies, especially if "fixing" it is going to break someone's storyline.
     
  4. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Really the only thing I'd be interested in seeing here is a system like the one @Armada proposed, where you gain the abilities themselves through gameplay.
    This would be quite an alternate approach to what we have now, so obviously would require a toggle.

    This is also completely not important. It is quite fine with me as it is now and there are many other things I'd rather see tackled instead.
     
  5. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    Not sure what you are refering to. The only perk special for me is the "perkGunFighter"
    used in WoodesRogers quest and only there.
     
  6. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    @Levis was brainstorming on completely modifying the regular ability progression.
     
  7. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    Aha, and I was wrong: there's a revolver in GoldBug with 6 shots so the perkGunfighter is used there too.
     
  8. Levis

    Levis Find(Rum) = false; Staff Member Programmer Creative Support Storm Modder

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    I mean mostly the fact that you in your stories don't let peopel choose their own abilities but assign them when needed.
    If the structure would change and some abilites might end up in other trees that could give problems (maybe).
     
  9. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    My first suggestion would be to not change this until after Build 14 has been completely finished.
    If it is to be changed, have it permanently toggled off until it is fully working and feedback from testers confirms it is better than what we currently have.
     
  10. Levis

    Levis Find(Rum) = false; Staff Member Programmer Creative Support Storm Modder

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    I'm just brainstorming here. I think we could almost move this to build 15 brainstorming because I don't expect to be working on this anytime soon ...
    unless its small tweaks
     
  11. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

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    Forget "almost". Yes, we can and yes I did! :cheeky
     
  12. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

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    One thing I can think of is when Howard Pyle learns abilities from some pirate captains. That could
    of course stop the quest completely. The whole thing has to be rewritten.
     

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