package
0.0.0-20250103183519-5d391d309e22
Repository: https://github.com/volte6/gomud.git
Documentation: pkg.go.dev
# README
Skills
TODO: Improve this documentation. For now, documenting philosophy/approach to skill implementation
Training
Skills can be acquired via any source, but generally can be expected to be learned at TRAINING CENTERS
Levels
SKills range from level 1 to 4, with increasing cost at each level:
- Level 1 - 1 Skillpoint
- Level 2 - 2 Skillpoints
- Level 3 - 3 Skillpoints
- Level 4 - 4 Skillpoints
The effect of this is:
- To level a single skill to the maximum (Level 4) would require 10 Skillpoints, AKA 10 experience levels.
- Those same 10 skillpoints could be used to learn 10 different unique skills at level 1
- Players can go
deep and narrow
orshallow and wide
Philosophy
Goal of skills design should be as follows:
- Skill Levels (1-4) determines CAPABILITIES - actual verbs or features of the skill. The motivation to levelling up a skill should be increase of abilities.
- Exception: Level MAY also modify some things stats cannot effect, such as spell level effecting spell proficiency learning speed, or mappable area.
- Stat points (0-200+) determines effectiveness - success rates, degree/duration of effect, etc.
- Exception: Sometimes the SCALE of a skills effect or capability may be best determined by skill level, such as how many tamed creatures one can have.
- Equipment can modify stat points, but cannot modify skill levels
- Players who level an individual skill to level 4 shouldn't become somehow greatly more powerful, but instead get new capabilities that their stat points will drive
- Synergies (skills that combine with other skills) should ideally occur at the highest level of one of the skills (level 4).
- For example, the
track
skill at Level 4 combines with themap
skill to mark enemy positions.
- For example, the