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Re: Skills!




>
> A few notes on the proposed system of micro skills:
>
> Having a multitude of weapon skills becomes fairly difficult to program.
>Either you need to have space for all the potential weapons in the player
>structure (which would be a lot), or some other method needs to be found
>to keep track of the skill levels.
>
> Keeping track of the specific weapon skills in the player also has the
>disadvantage of new weapons being added.  If there is a set amount of
>space, and someone adds a new weapon, things really get more complicated.
>
> Also, as far as the server knows, a weapon is a weapon is a weapon.  The
>only differences it could determine would be the name.  And in a specific
>weapon system, I would think that once you learn one weapon, it should
>be easier to learn a related one.  For example, it might cost the normal
>two points to learn club, but should be easier to learn mace, since they
>are similar weapons.
>
> --Mark


Writing games, even with computers capable of astonishing processing,
is sometimes a matter of oversimplifying. Perhaps an appropriate
oversimplification that would allow for weapon skills but would
drastically reduce the info-tracking would be to simply go with a
fairly standard set of weapon-types --- bashing, slicing and
stabbing....

-Brett