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Rpg skills

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I am trying integrate rpg elements into a fps, but I am having a difficult time coming up with skills that would work well in an FPS. So the skills I have are: Firearms, Demolitions, Stealth, Piloting, Engineering, Mining, Medicine, Animal Handling,and Mechanics. In my opinion, I think there should be *at least*, 3 or 4 more skills... Does anyone have any ideas?

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Deus Ex incorporated RPG ideas pretty well - to the point where I''m tempted to call it an RPG with first person 3D interface rather than an FPS.

If you haven''t played it yourself, you can find pretty good information on it at places like gamefaqs.com

FYI, these are the Deus Ex skills:

Computer, Electronics, Environmental Training, Lockpicking, Medicine, Swimming, Weapons Demolition, Weapons Low-Tech, Weapons Heavy, Weapons Pistol, Weapons Rifle

Electronics duplicated lockpicking but for electronic locks. Otherwise, they''re all pretty much what they sound like.

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Below is a list of skills shamelessly ripped from Fallout, I quit eliked the way fallout skills worked, so perhaps this could help the ideas start to flow for you at least.....

Small Guns:
The skill that determines how well use of pistols, rifles, shotguns and other small firearms you are. Based on Agility.als faster.

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Big Guns:
The skill that determines how well use of bigger guns, like rocket launchers and miniguns you are. Based on Agility.


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Energy Weapons:
The skill that determines how well use of lasers, plasma and other high-tech weapons you are. Based on Agility.


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Unarmed:
The skill that determines how well using your fists and feet in hand-to-hand combat you are. Based on Strength and Agility.


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Melee Weapons:
The skill that determines how well use of knives, spears and other melee weapons you are. Based on Strength and Agility.


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Throwing:
How well you can aim a thrown object, like a grenade. Based on Agility.


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First Aid:
The healing of minor wounds, this skill will not work on someone who is bandaged. A First Aid kit is required for use. Based on Perception and Intelligent.


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Doctor:
He healing of major wounds and crippled limbs. A Doctor''s Bag is required for use. Doctor can be used to wake an unconscious person. Based on Perception and Intelligent.


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Sneak:
The art of moving silently, this skill is very useful if you do not want to alert your enemies of your presents. Based on Agility.


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Lockpick:
The skill of opening locked doors and items. Based on Perception and Agility.


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Steal:
The art of acquiring what is not yours. Can be used to steal an item from a person, or to give them an item without them knowing about it. Works best if you are stealing small items from behind while sneaking. Based on Agility.


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Traps:
The skill of spotting, disarming and setting traps and explosives. Based on Perception and Agility.


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Science:
Knowledge of all things scientific, like chemistry and computers. Based on Intelligent.


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Repair:
The practical application of the Science skill, used to fix broken things. With a Repair Kit, it can be used to repair vehicle damage. Based on intelligent.


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Piloting:
The operation of Vehicles, a higher piloting skill will improve the speed of a vehicle in combat. Based on Perception and Agility.


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Speech:
How well you can talk to other people. A high speech skill can improve you chances of talking people into doing what you want them to do. Based on Charisma.


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Barter:
The skill of trading items, a good Barter skill will improve the value of your items, letting you get more for your money. Based on Charisma.


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Gambling:
How well you can gamble using skill of dice, cards and other gambling games. Based on Luck.


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Outdoorsman:
The skill that determine how well can you survive in the wasteland with the use of knowledge of plants, animals and outdoors living in wide-open areas. This skill sometimes also allows you to avoid unexpected encounters. Based on Intelligent and Endurance.




Other than the skills already suggested, it might be worth your while to use google and do searches on various existant RPG''s and computer RPG''s to learn of the skillsets they use. If I remember rightly Warhammer Fantasy Roleplay had a good skill set if you need anything else to help you get started.

Hope that helps some,

Steve AKA Mephs

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quote:

Big Guns:
The skill that determines how well use of bigger guns, like rocket launchers and miniguns you are. Based on Agility.



That''s interesting. Most systems I''ve seen that link skills to attributes put Heavy Weapons under Strength. The rationalisation is that you need to be pretty strong just to carry the things, never mind point them at something. OK, machine guns may be light enough to carry easily, but then you''ve still got a major recoil to control...

Oh well, whatever works

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quote:
Original post by rmsgrey
That''s interesting. Most systems I''ve seen that link skills to attributes put Heavy Weapons under Strength. The rationalisation is that you need to be pretty strong just to carry the things, never mind point them at something. OK, machine guns may be light enough to carry easily, but then you''ve still got a major recoil to control...
Oh well, whatever works



Yeah, it''s a bit odd that the skill isn''t at least partially based on strength. But all weapons have a minimum strength requirement, and that requirement can be pretty high for big guns.

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I think you´re going about this the wrong way.. first of all you should always try to minimise the number of skills (because redundant skills are annoying). Then you should get your skills from the game, not vice versa. Look at the game environment, at the puzzles and tasks that will be posed, and try to find meaningful skills that can be used with your puzzles.

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quote:

Then you should get your skills from the game, not vice versa.



Actually, I think either approach would work - you can either design your environment, then try and match the game mechanics to the setting, or you can create your game mechanics first and create your setting around them. For example, if you have rules for modern firearms, that suggests an in-game technology level near present-day. If you have rules for picking locks, then locked doors should be an element in your setting. Looking at the original post in this thread, the skills there suggest an industrialised society (engineering, mining and mechanics skills) but with animals in use (animal handling) - probably guard/attack dogs or horses for transportation. The inclusion of Stealth as a skill suggests the possibility of non-lethal approaches. With the list given there, I wouldn''t be surprised to find a game with a central character who''s in a modern military black-ops force.

Also, a skill like stealth is applicable to a lot of situations, so it could provide alternate solutions to various in game puzzles/tasks allowing the player to do unanticipated things that your orginal setting can''t cope with, whereas designing the setting with stealth in mind, you''re much less likely to overlook it.

For more on a closely related topic, see my new thread: "simulation and narration - approaches to design"

I agree that the number of skills required to complete the game should be kept down, and that, if the player is going to have to track the various skills, then the overall number should also be kept down. On the other hand, if the skills are going to be kept hidden from the player then the only constraint on number is how many the game can support. Still, KISS (Keep It Simple Stupid) is generally a good motto.

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I don't think there is such a thing as a correct order to make these decisions. You have to realise that you won't know which skills you need before you have fleshed out ideas about the environment, and you won't know what the environment should consist of before you have an early list of the skills.

It's important to have stealth in mind when creating levels and puzzles, but it's also important to have level and puzzle design in mind when deciding how the stealth skill should work.

[edited by - EasyRaider on December 8, 2002 12:06:35 PM]

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In general, until the game ships, nothing should be set in stone. On the other hand, if you''re going for a structured development cycle with separate design and code steps, radical changes of design during the coding stage is not a good sign In any case, neither your mechanics nor your setting should be regarded as fixed until you finalise your design, and even then you should be reluctant to change your design rather than refuse to.

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Well, I should have probably mentioned this earlier but ...

The game our team is working on is a MMOGFPG/FPS (I don't care if you like the idea)

Most of the world is large spances of outdoor environments (mars), with caves, A large city and some small towns (outposts), forests, caves and massive lakes. Right now we are working on the premise that its about 2030-2040, and mars has been partially terrformed into and earthlike setting...But something happens, the terra forming project is halted, and total caos insues, people break up into factions and spread out along the Martian surface, and they start fighting with each other, and all that good stuff

Most of the weapons planned for the game are VERY modern weapons(2000-2015) because all the "futuristic" weapons of that time period are just do damn big and costly to ship over. (laser turrets are MASSIVE!) It would cost Earth literally billions upon billions of additional dollars to ship fancy weapons over in bulk.

What we are trying to figure out now is, how to integrate a really enjoyable RPG element without disrupting the FPS element too much. We want to keep the combat realistic (within reason).

We also wanted to make all the firearms customizable (Different scopes, magazine sizes, lights, laser sights, IR scopes, triggers, barrels, ammunition types, suppressors, and 40mm launchers), each modification adding certain benefits to your combat. Is this a cool idea?

How should we put this all together?

ACk :|

[edited by - raymondo on December 8, 2002 4:08:50 PM]

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I''m also writing an RPG system, and I''d like to know if you think this is a good idea.

I realize some people don''t like to go too much into detail when playing their character, at least not in all areas. But I also know that a lot of people like to specialize their character a lot, so this is what I''ve come up with to meet both requirements.

General skills and sub-skills.

The Genereal skills are
Ranged Weapons
Close Combat
Athletics
Science
Social skills (maybe shuold be renamed)

Each of these have a certain amount of subskills; for instance Close Combat has
Punch - the ability to hurt people with your hands
Kick - the ability to hurt people with your hands
Speed - can reduce the amount of AP used when fighting
Damage/Power - directly influences how much damage you make
Assassinate - Attack someone that isn''t aware of you and do extra damage
Stabbing Weapons - Knifes and the like
Bludge Weapons - Clubs
Heavy Weapons - Chainsaws


Now, if you put, say 4 skillpoints into Close Combat, all the subskills would increase by 1. But if you wanted a character that could literally Kick ass at the same time as weilding a knife, you''d only put skillpoints in those skills.

This means that it''s cheaper to put skillpoints in a general skill if you''re not sure what you wanna do, but if you specialize it will be A LOT cheaper.

-------

One some side notes, I can say that if you would specify in Kick and Stabbing Weapons, I want to implement a system where you can do different combos from what you''d be able to do if you could Kick and Punch.

I''m also going to "steal" a thing from Arcanum; ranks in skills. If you''re just starting out, you have no bonuses in a skill, but if you''re a master in for instance Speed, every attack would cost you 1 less AP, and each combo attack would cost you 2 less AP.

In total I have about 40 skills.

"Only dead fish follow the stream"
"An eye for an eye would leave the whole world blind"[/I]
- Taken from my friend Zephir (Don''''t know where she got them from though

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quote:
Original post by Srekel
I''m also writing an RPG system, and I''d like to know if you think this is a good idea.


pc(D&D)or console(final fantasy) style?

if pc i''d say good(for these mental-weenies who dont want to ''mess'' around with ''complicated'' systems)

if console it''d be interesting but you would have to make some skills only possible to get/learn if the player reaches some special spots in the story (doing extra work -> getting extra stuff) since it''d be all leveling up else. and leveling up all the time is boaring (look at FFX... no one needs HP up to 99.999 #])

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pc(D&D). Judging from what I've seen with console RPGs, I really don't like them. Of course, I haven't seen very many... but yeah, it's for PC and has similarities to games like Fallout and Arcanum.

quote:
Original post by BB-Pest
if pc i'd say good(for these mental-weenies who dont want to 'mess' around with 'complicated' systems)



Hmm, are you sure it isn't the other way around? hehe, what I mean is that the way I see it, console games are for people that like fast games like racing, fighting and so on, while PC games have a lot more strategy games. Anyway, I don't wanna turn this into a PC vs. consoles fight, I've seen enough of those...

What I'm saying is that I definitely do not consider myself a mental-weenie, heh

quote:
Original post by BB-Pest
if console it'd be interesting but you would have to make some skills only possible to get/learn if the player reaches some special spots in the story (doing extra work -> getting extra stuff) since it'd be all leveling up else. and leveling up all the time is boaring (look at FFX... no one needs HP up to 99.999 #])



that's what the Apprentics/Expert/Master thing is about. Finding a master in Unarmed Combat shouldn't be easy, getting him to teach you what you want isn't gonna be easy and getting to that level where you actually CAN become Master at Unarmed Combat isn't going to be easy either...



Btw, I decided to remove some of the skills, (in the Close Combat skills, I replaced
Stabbing Weapons - Knifes and the like
Bludge Weapons - Clubs
Heavy Weapons - Chainsaws
with simply
Armed Combat.

[edited by - Srekel on December 9, 2002 10:30:33 AM]

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quote:
Original post by Srekel
Hmm, are you sure it isn't the other way around? hehe, what I mean is that the way I see it, console games are for people that like fast games like racing, fighting and so on, while PC games have a lot more strategy games.

yeah... there are mental weenies everywhere... not restricted to pc . and console games are in general less complex then pc ones.

but if you have not played any Final Fantasy game you dont know what gaming is ... FF has got the best movies, best stories (ever cried from baldurs gate bacause of sad story?!?) and best fights

[edited by - BB-Pest on December 9, 2002 10:55:01 AM]

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best movies, maybe, but I don''t really care that much about graphics in games, as long as it works..

best story, well I dunno. Maybe, but I have a hard time believing there is a better RPG than Fallout 1 & 2 out there
Baldur''s gate was horrible, imo. I''ve heard the sequel is better...

Best fights? Hmm, I doubt it. At least that''s what really turned me off when I looked at some Final Fantasy... Basically:

Your turn. Choose an attack. You do x damage.
Opponents turn. He attacks you. He does x damage.

Repeat.

Very little strategy involved, from what I can make out. Fallout and Avernum has the best fights so far, imo.

But that''s not really the topic

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