AL Perk System

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Revision as of 19:03, 1 March 2018 by CourseDirector (talk | contribs) (Crafting)
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The Perk System is the core of Flight. The basic concept is that with each level, the player is granted a "perk" which they choose from a list. The perks govern everything: stats, skills, even special abilities; all is unlocked through perks. All perks stack but some infer no extra bonus for taking multiple times.

Perk Spheres

The five spheres are:

  • Attack
  • Defense
  • Magic
  • Mercantile(May need a new name)
  • Crafting(May also need a more general title)

A sixth psuedo-sphere exists in the form of stats and stripes, which are common to all spheres.

Attack

Governs all things related to fighting that aren't magic. This includes all weapon proficiencies as well as special attacks and attack abilities.

Defense

Armor, shields, magic resistances, etc(maybe magic resistance should be an item thing?)

Magic

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Mercantile

This sphere has to do with buying, selling, and transporting goods. This is also where any stealth abilities will be hidden. Amongst the capabilities of Mercantile will be the ability to hide from or be ignored by monsters. The reason for this is so that crafters and people transporting cargo can avoid stopping to fight stuff constantly; itsbasically an option for players who arent super in to combat.

Mercantile Perks Ideas

  • Perks related to assembling AL_Trade Crates
    • Perks that make assembling them faster
    • Perks that make them worth more.
    • Perks that make the character able to carry more

In theory, a player could make a living in-game by building and selling high-value crates.

  • Haggle(buying/selling)
  • Renown(your popularity with a particular Higher)
  • Avoiding monsters in the open world.
  • Bureaucrat - players can spend labor points to participate in the local government
    • Bureaucrut's "approve" plans for crafting. Plans are required to craft items.

Crafting

The reason this may need a different name is because it also includes gathering and refining of raw materials. Everything should have a number of levels and even the raw materials should have a handful of individual stats. The idea is to make crafting really matter.

  • Mining
  • Gathering
  • Farming
  • Metal-working
  • Leather-working
  • Textile

Sixth Sphere

Stats are your basic strength/speed/etc bullshit.

Stripes are basically your rank, and act as pre-requisites for certain things. The idea is that every so often you have to take a "stripe" in order to advance further in a particular specialty. Players more interested in generalizing will not need as many stripes. Stripes can also be used as a form of gating.

Archetypes

Different spheres combine to form archetypes, which is as close as the game gets to having classes. The idea is that having the bulk of your perks be in a specific group of spheres allows you to unlock special archetype perks that grant additional bonuses.

Example: If a player of level 50 had 20 perks each in Attack and Defense, they could have access to the Warrior Archetype.

Re-Specing

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