I agree with @Dawson's idea regarding the Leveling System (XP) The Leveling System should be rewarding, providing access to unlockable props and/or in-game feature. (Achievements shouldn't be able to reset just because ) For every 5 levels, you'll be given $2500 and 3 tokens ($5500 total) as well as a 'skill point', available to use for the 'skill tree'. When first leveling up, it will be very easy, but gets harder and progressively takes more time to level up. Revising on what Dawson said about 'restarting levels', you should be able to Masochism levels (or 'Remort'). After you have 'remorted' your level, you will get 1 extra 'skill point' to spend it on the 'skill tree' as well as gaining a special accessory for you to wear at the Token Shop. Maximum amount of Masochism/Remort will be 5. (Thus Total 15 Skill Points) You will lose all of your Skill Points used on the Skill Tree and all of its traits regarding to it. Every skill in the 'skill tree' will have balancing towards it (slight powerups with downsides as well) to prevent having 'straight overpowered upgrades' You can choose to 'deactivate' any skill that you have unlocked, but it will be impossible to 'sell the skill'. The only way to remove a skill you don't like is by 'remorting'. It is sort of like 'Path of Exile' but a tad different. Examples of Skills: Ranges from Title - Buff - Debuff Boat Health I - +3% Extra Health on Props -10% Buoyancy Boat Health II - +3% Extra Health on Props -10% Buoyancy Boat Health III - +6% Extra Health on Props - 15% Buoyancy Tank Master - +10% Extra Health on Props -20% Buoyancy Trigger Hurt I - +12% More Damage on Weapons -7% Ammo Capacity Trigger Hurt II - +12% More Damage on Weapons -7% Ammo Capacity Trigger Hurt III - +18% More Damage on Weapons -16% Ammo Capacity I'm Triggered - +28% More Damage on Weapons -20% Ammo Capacity Note that this does not apply on weapons that have unlimited ammo capacity. Welding Conspiracy I - +10% Chance Unwelding Props with Explosives -15% Damage on Explosives (Any Kind) Welding Conspiracy II - +10% Chance Unwelding Props with Explosives -15% Damage on Explosives Welding Conspiracy III - +30% Chance Unwelding Props with Explosives -20% Damage on Explosives and more. Special Traits: Toxic Radiation - +2 Damage per second on Bugbait | -4 More damage taken per second while intoxicated with the bugbait. Swimming Peddler - Less damage taken from the Water -15 Health Pyromancer - +2.5 Fire Damage with RPG -33% Ammo Capacity on RPG (2 RPG Ammo) and more. @Dawson can create up with more ideas regarding skill traits
It has ups and downs towards it. I think that is going to be scapped overall but it is a nice feature for progression. (instead of just plain leveling, getting nothing in return, etcetcetec)
Good ideas! Skill trees could also instead be balanced in such way that you pick what style you want to play with, there could be a defensive tree which increases prop health, attack tree which increases your damage, builder tree which decreases prop mass / increases buoyancy. That way you and friends can work together and make a superduper boat.
If they want to have a offensive but yet a builder tree, then it'd be great. It would bring out the next level of creativity if that is possible. Like in Path of Exile, if your character is a melee warrior and you want to be 'spell damage/mana warrior', then it is entirely up to you and what you prefer as your playstyle. Useful tool to look at: http://poedb.tw/us/passive-skill-tree/ Teamwork is #1 key.
seems interesting but balance might be a bit of an issue also we're heading to severe mmorpg territory rn, i think we should tone down on the rpg terminology and use basic and direct terms like "offensive tree", "defensive tree" and "support tree" or something and nothing else
I don't think we are heading to those average RPGs but primarily, I'm thinking of having 30 skills for the tree, so it can be combinations like, offensive and defensive or just all 3 together. I believe Donkie is going to add much more than just 'skill trees' or 'unlockable props' but it'd be worth a try. Maybe regarding @Dawson's post on emplacements, there should be a skill that you need to unlock to be able to use that tool. Maybe for the Tank Master, have an unlockable there. I'll always include Sketches/Concepts (for later) If something is unbalanced, then there will always be a way to balance it out. Thats why Donkie wants multiple testers.
Just to throw an idea out there, not realy too big. How about depending on the persons level they are aloud to be accessed to certain things. Like player models/hats/other things. I dont think they should have in any way shape or form have an advantage with props/weapons. Because if you think about it. The higher up levels will soon become so powerful that the lower levels can really start up. Thoughts anyone ?
I've always been against pay2win and any other form of player advantages, but we have to face the fact that a big part of the whole leveling ideology is that your stats will get better. However we need to balance it in such a way that lower levels will still be able to face higher levels. AND, the whole "masochism"/"prestige" leveling will reduce that because people will want to become lower level again.
Once the "Skill Tree" gets going, players can bring in feedback if a certain skill is balanced or not. Yeah, you get more damage from weapons but it suffers because of the amount of ammo you have. EG) M249 w/ all "Trigger" skills: 100/195 <----- Current ammuniation w/ trait. Damage w/ Traits: ~10.2 per shot | 1989 Damage overall Damage w/o Trait: 6 per shot | 1800 Damage overall SVU w/ all 'Trigger' skills: 8/63 Damage w/ Traits: ~13.6 per shot | 856.8 Damage Overall Damage w/o Trait: 8 per shot | 1008 Damage overall Crossbow: 1/50 ~17 Damage per shot | 850 damage overall 10 damage per shot | 1000 damage overall ___________________________________________________________ Yeah this trait isn't balanced because of the SVU, and how it suffers. I'm primarily heading for an upgraded damage of ~80-200 with the trait. (Overall Damage) We could increase the amount of ammo but it will have a great advantage towards the m249.
Flood 2.0 is where it's at to be honest, although the server really doesn't get boring too fast I still see that the player base drops overtime.
If you'd like to thank somebody do it in pm or with the rating system if you don't have anything to contribute to the thread's discussion. Just do something with the levels or just release content that'd take many more days to get compared to now. Also gunskins
Im not entirely sure what you guys have planned out but my opinion on the matter is to sort of introduce a slight rpg system to the server if at all possible. I talked with Dawson and i hear new accessories are being added and new weapons and I'm super excited for it! as to clarify my take on this, i picture a possible system where each level a player can put a point into a talent to maybe increase their damage by 1 point or resistance to water damage but set it up in a way so that as stated a few posts above, it doesn't give new players a large disadvantage. i can see this system being hard to balance out but if it has potential to be added in the future i can give my ideas on the matter.
Your idea isn't bad but it needs to be reworked (similar to mine). For each buff that you receive, there needs to be a debuff so it isn't completely overpowered. Adding on to my previous quote, I believe this is a fair system because you're dealing more damage to a prop so it takes less time for you to mow down a boat. More Damage but it'll take on ammo as well. This trait can be used for team related fights.
honestly I could never get board of Flood especially with friends it makes it a lot more fun with friends