MS:S leveling.

Drigien

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Well right now, my mod has 4 stats that you can upgrade:

STR: increases HP, raises melee dmg, and raises the maximun weight you can carry
DEX: increases run speed, jump higher, less fall dmg, increases attk speed, increases ranged weapon dmg
INT: increased mana regen, increased offensive spell/skill dmg and effectiveness (eg larger radius for aoe)
WIS: increased max mana, increases defensive spell/skill effectiveness

I thought that these would give a fair amount of variety.
example for different Rouge Character builds:

Str+Int for Sneak attaking, Stealth+Backstab for critical amounts of dmg
Int+Wis for Skill based attacking, laying traps and stunning enemies then picking them off when they are weakened
Dex+Str for aggressive infiltration, running circles around enemies and infiltrating enemy bases from places only the higher Dex characters can get to

these are just a few builds that could be used, all pretty different.
But I would also like to hear what other people have to say.
 

FER

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There is a game called Hybrid Heaven which has a unique leveling system that could be interesting to see in MS:S

That game besides a common leveling system, has a levelling system for each limb

Dibujo.gif

"Experience using an offense or a defense directly correlates with the player's statistical abilities when performing that move in the future. Hybrid Heaven even goes to the extreme of having separate statistics for each limb, the torso, and the head."

for example using your left arm more would let you carry heavier stuff with it and you raise defense for each limb by getting hit in that certain part (somewhat like parry)
 

PBarnum

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I still think a slightly modeified version of what we have now would be perfect.
 

Vomica7

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Drigien said:
Well right now, my mod has 4 stats that you can upgrade:

STR: increases HP, raises melee dmg, and raises the maximun weight you can carry
DEX: increases run speed, jump higher, less fall dmg, increases attk speed, increases ranged weapon dmg
INT: increased mana regen, increased offensive spell/skill dmg and effectiveness (eg larger radius for aoe)
WIS: increased max mana, increases defensive spell/skill effectiveness

I thought that these would give a fair amount of variety.
example for different Rouge Character builds:

Str+Int for Sneak attaking, Stealth+Backstab for critical amounts of dmg
Int+Wis for Skill based attacking, laying traps and stunning enemies then picking them off when they are weakened
Dex+Str for aggressive infiltration, running circles around enemies and infiltrating enemy bases from places only the higher Dex characters can get to

these are just a few builds that could be used, all pretty different.
But I would also like to hear what other people have to say.


add VIT and you can take the increase hp off the STR.
:D
and how bout some AGI

VIT: Increase HP and can take on more attacks with less damage.
AGI: Increase attack speed and movement speed.
DEX: Increase chance of hitting an opponent and increase weapon variety.


or another idea i had was, you kill a monster with a certain style of weapon.
be it a sword, a menu will pop up or some kind of notification in the corner will appear and you can choose what exactly you what to increase on that kind of weapon, like if you want to be able to hit harder just increase attack, if you just want to swing faster, increase speed, and so forth.
and with every level increase your overall mana and health and what not increase aswell.
 

Shurik3n

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Well I think, and I know a few people agree with me, that MS:C has something other RPGs just don't and thats what makes it fun for them. For me its the simplicity... No worries about character builds and stuff like that. Its just easier.

Also, if theres going to be stats like Int, Stam etc... all other games that have that stuff also have items that passively raise those. So the weapons/armor in MS:S would be expected to do the same.
 

Vomica7

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of course there will be equipment that raise your stats, i think that every RPG has that right?
 

WeissberV

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the problem with the leveling up all skills is like

when have u seen a warrior with a sword and shield attack with magic and staffs :|

just not good.
 

ceriux

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i like character builds... more variety ... which means many more possiblitys for the players...
 

Shurik3n

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Vomica7 said:
of course there will be equipment that raise your stats, i think that every RPG has that right?

Yes, and most RPGs have 1000s of weapons and armor. We are rather limited in HL mods. (I'm not sure how much better it will be in source, but thats still a lot of things to make for minor difference in stat boosts.)
 

The Man In Black

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ceriux said:
thats what constant patches are for :D New Content and expansions :D

That's what's THOTHIE is for, not necessarily the MS:S Devs :p
 

ceriux

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i like that the patches for MS:C never ends... in my eyes its the only RPG mod out for hl1 that actually made it and by the looks of it, it will keep growing to become the biggest mod out for hl1... maybe not community wise... but content and such.... i wish i was a little more skilled in modeling... that way we could have all custom models no shared no barrowed.
 

[A]

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STR: increases HP, raises melee dmg, and raises the maximun weight you can carry
DEX: increases run speed, jump higher, less fall dmg, increases attk speed, increases ranged weapon dmg
INT: increased mana regen, increased offensive spell/skill dmg and effectiveness (eg larger radius for aoe)
WIS: increased max mana, increases defensive spell/skill effectiveness


Now, i may be new to MS:C/S, but I have formulated an advanced set of RPG statistics which you may find ludicrously complicated, but equally lovable and amazing. This is actually going to have to be a simpler version and should probably be included with the current concepts of the status table. They are as follows:


Vitality - If Health always stayed at 100, like it would on Source (normally), this would replace your huge health medium with a resistance to damage equal in quality. That way, nobody has to mentally crunch numbers. Everybody and thing has 100 hp and it all depends upon resistances.
Strength - Effects the strength multiplier* and the carry-on capacity
Speed - Effects attack speed and walk/run speed (augmented by carry-on weight)
Agility - Effects defense/shield speed, critical hit* and avoid rate
Intelligence - Effects spell capacity
Will - Effects special fighting characteristics (e.g., critical hit chance*, sprint, et cetera)
Stamina - Effects Stamina Points, Spell-cast duration


*s are addressed in respective order:

Strength is not just a number, like in some games, and will be counted as a real multiplier. When upgrading strength with a skill points, it increased very slowly. [Ex.]: Your weapon does 10 normal damage at maximum; when you upgrade your strength from 1.0 to 1.1, you now do 11 damage. Of course, there has to be a limit to the godhood this approach could provoke.

Agility is a world apart from speed, although they move hand-in-hand. When dealing with critical hit, your character will require the ability to cause as much damage as possible with a garrot twist of the wrist, a supple penetration and follow-through, or the timely release of an arrow to its mark. The ability to maintain meneuverability in combat is key to survival.

Will is your human ability to realize 'mind over matter.' In essence, if 'will' were configured to perfection, there would be a slight chance of accomplishing seemingly impossible goals when it is called for. Commonly seen in the critical hit percentage instance of its existance, it would spread to jumping deep gulches where otherwise impossible, spell critical hits (most games lack them), overlapping critical hits, and so on.


Any and all Add-Ons:
You edit statistics of your character, which then outlines your character's class automaticly. This class then determines your available abilities, which cannot change once they are gained (except for class-specific abilities) and all abilities can only be chosen at a certain level. Examples: Proficiency in strength is presumably the equivilent of a barbarian/warrior/fighter/brawler, which will be your class title.

Additionally, players could be able to set their stats to auto-distribute with a miniature panel. If a player is questing or grinding and doesn't want to have to go back and forth, yeah, they can let the points build up, but how does that help grind? They can pre-assign stat point destinations so that, when they level up, the points automatically go to the assigned stats without having to open the menu.
 

Deantwo

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i normally never really liked the idea of placing points on a sheet... and normal levels... it's really one of the things that made MS:C so cool for me ^^;

in other words i really like how the leveling system is in MS:C... and i'd love it if that system was somewhat the same in MS:S ^^;
a few things could be changed... like why do we have 3 sub-skills under each skill... they are mostly the same level anyway so they could just be added into one main skill ^^;

but as for attributes... i am not really totally sure how you level them in MS:C... they just seem to go up a little with some of your weapon skills...
but what i'd like to see it like... would be that each attribute have exp too... so that when you fight with a weapon that leans towards one of the attributes you gain exp in that attribute... (i think it was like that in Dungeon Siege (1)?)
that would also mean that it wouldn't be super more powerful for training up a little in each weapon... like it is now in MS:C... but it would mean that if you are only using a weapon that is pair with say two attributes... you would level up in those attributes a lot faster then in the others... this is where it'd be a good idea to pick a second weapon to train the other attributes ^^;
 

Freerad

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That necropost just...just...made J-M smoke teh bluntz.
 

Deantwo

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Freerad said:
That necropost just...just...made J-M smoke teh bluntz.
ooh? yeah i really didn't look at how old this thread was XD just throwing that idea i have been thinking in a related thread ^^;
 

Freerad

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J-M v2.5.5 said:
http://www.youtube.com/watch?feature=player_embedded&v=pADFHKmo2mI

Well, well, you really do like them :D
 

Deantwo

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Freerad said:
J-M v2.5.5 said:
http://www.youtube.com/watch?feature=player_embedded&v=pADFHKmo2mI
Well, well, you really do like them :D
i know it's an old thread... but that doesn't mean you should be going that much off-topic >_<
guess it was the Community Poll #1 i should have posted my idea in ^^;
 

Thothie

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J-M v2.5.5 said:
http://www.youtube.com/watch?feature=player_embedded&v=pADFHKmo2mI
Fat rappers... Not even once.

As I've said, I really detest weapon-makes-the-man leveling systems - especially if it's going to force you to train weapons outside your chosen function or style just to make ends meet.
 

Deantwo

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yeah... i'd also think that the system is MS:C is what makes the game what it is... yeah my idea isn't super... but it's at least one step better at making you not have to level up every weapon...
you could add all your other ideas into it and make it better...

i just think that changing it all into a "character level system" will ruin it a little... all we really need is a way to control your attributes... and then all the nice things about feats and so could be made...
maybe it's just me that rather hate Diablo-like games lately... but just really don't think the world need more of those... i am more to the idea of the train-what-you-want... but yeah with-out the need to train something you don't want
 

Deantwo

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Age said:
JoaT sux

/me runs and hides

:eek:
i'd say that that depend on how easy it is to get... if it's hard work to become good with everything... then it wouldn't be that bad...
but i find more dum then JoaT is that when you find a sword(/whatever) and your character don't know how to hold it... i mean you should at least be able to hold it and swing it at your enermy... but maybe you'd hurt your self... or something...
 
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