RPG classes/skills and character development

I think the RPG character specialization and development system is pretty basic and rewarding for the player. All the best games have them.

maybe it is too late?
 
Also how we choose to specialise and engineer our ships, as well as updating them and progressing through the ranks to tougher opponents and more varied gameplay.
 
i would totally love if i could level me to using fixed railguns, instead of getting so slowly better each year that it feels like a fail.
i also would love to get the fa-off skill-tree without learning to fly fa-off.
i might have to look at all the best games. are they like chess?
 
oh, ok.

just, good games have basic character development AND equipment/inventory systems.

but just equipment is fine. Don't need to push your development teams too hard.

baby steps.
 

Deleted member 110222

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oh, ok.

just, good games have basic character development AND equipment/inventory systems.

but just equipment is fine. Don't need to push your development teams too hard.

baby steps.
I'm gonna' be real here.

What exactly are you thinking when you say RPG mechanics? Do you mean like hit points, stamina? Because I'll be real here. I don't think that is gonna' work in a game that already has a setting enable all manner of tech-based solutions to things.

The idea that every CMDR has a basic level of competent fitness is great, and that any edge is gained solely by the gear you bring is great.

There is such a thing as over-complication.
 
I would've liked this too, along with survival mechanics, but Elite is just not that sort of animal. Some sort of 3rd party API that allows for character sheet generation might hit the spot though.
 
ok. a basic system, which is very popular with players, begins with character attributes. off the top of my head something like:

strength
dexterity
agility
charisma
intelligence
wisdom
luck


...these basic attributes influence skill systems, which might look something like this:

combat skills (melee, mid-range, sniping, throwing, explosives...)
medicine, first aid, doctor
lock-pick, steal, traps, hacking
science, repair
speech, barter, negotiate, diplomacy



...and then you can develop a wider game based around these skills / attributes. Multiplayer

The thing about this kind of system, people tend to get attached to their character. They like the game more.

Further, this character development system does not exclude the implementation of gradating equipment levels. In fact, they can be complementary.


: )
 
I don't want to be limited by a skill tree. I'd love to have skill trees for my NPC crew. I'm flying a ship. I'm not controlling a character that's flying a ship. Don't make me eat or drink or sleep. If I'm hungry, I'll log out and go get food. Make my crew require sleep and food.

I'm not sure it would work with what we have now, but I'd give approximately $40 USD for an offline story mode driven by a fleshed out NPC crew system.
 
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I imagine there are programmer development tool-sets you can purchase that allow for near-immediate implementation of this dynamic.

Then just a matter of creating UI and environment clicks to implement the skills. .. for example, an explorer can land, get out of his ship, (or, in the interior, walk to his FSD drive,) and click /science (diagnostic) and /repair to repair FSD drives in increments based on his skill level and available materials.

bet you could do it within a year, if you're thinking you can keep ED alive another decade...
 
oooh,

you said you don't like 'limitations', but that is what makes the system work. we can temper it thusly:

all skills can be increased to max value, albeit at different rates relative to character attributes.

THEN you can change your character's core attributes over time with internal ship design:

library to increase intelligence at cost of strength
gym to increase physical attributes at cost of intelligence
meditation room to increase charisma/luck, at cost of ....
so on...

You would want a few different rooms at at any time to maintain your character's attributes at desired levels, but ultimately you would have flexibility to change the nature of your character over time.
 
I like constraints, but Elite: Dangerous was never supposed to be such an abstraction and does not need this sort of attribute/skill system. It's got too much arbitrary advancement crap as it is.

Should have credits (within a functional economy) and and inventory system that takes mass and volume into account, with the rest being on the player.
 
on foot rpg elements wouldnt be so bad, in ship(vanilla/horizons), not so much, theres a difference with eves approach of stare at screen and waaaaaaaaaiiiiiiiiittttttt for skills to lvl because a few clicks is all any battle are, and the knowledge to engi a set of guns to compliment each other to devastated any ship in the game, only to be blown up by a better player in an unengineered ship
 
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oh, ok.

just, good games have basic character development AND equipment/inventory systems.

but just equipment is fine. Don't need to push your development teams too hard.

baby steps.
No, RPGs have levels and stats. This is not an RPG, it's an action game - totally different genre.
 
If you think hard enough and believe, you'll see that Elite is its own RPG.

Specialisations? - The loadouts you use.
Skill Trees? - Engineers.
Skill Points? - Materials.
Levels? - Ranks.
Roleplaying already exists in small groups, Odyssey will better facilitate that to some degree.
Story? - GalNet.
Inventory? - Split into multiple types (Materials, Data, Ammo, Loadouts, Cargo Hold).
Side Quests? - Mission Board.
Progression? - Credits, Ranks, Reputation and Engineers.
Stat Card? - Ship Status Panel
..etc

But this is really grasping here.
While the idea is interesting, it will severely complicate the systems and 'balance' already in-place.

Elite is Elite, take it for what it is, not what it could be, if I want a cake, I'll buy one, but for now, I'll eat my pie and leave the icing where it belongs.
 
Many of the best RPGs don't have set skill trees, you improve what you use which is essentially what you do in ED, it's just you choose better equipment as you advance in levels which are defined mostly by your cash flow.

Classes and skill trees are limiting and players often try to find whats to break out of them anyway so why add the limits? In this scifi setting nobody cares how strong one person is compared to another so long as you are strong enough to pick up a gun or dextrous enough to unlock your ship who cares? ED pilots federation members are suppossed to be genetically engineered anyway so it would make sense they are all physically very similar in capabilities.
 
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