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Adds Skills #22683
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Adds Skills #22683
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to do: -chemistry -virology -balance stuff -??? i forgor
We can finally insult someone with "skill issue" and have it be IC |
very good pr |
I would think the captain should be able to do anything on the station at least a little bit, and suggest they get low rather than no skill across the board, save for fitness. |
Also I can't say that the CMO being forced to put all their extra points into physiology and science to be able to do all parts of their job is that great |
Looks good |
nice |
I've made my stance on skills very clear over the years - especially my stance on skills that affect combat, which I think are just plain bad. Nothing is more unfun than "well I have to invest all my shit into combat or I'm just worse than other people at fighting because they do more damage, take less damage, and shoot more accurately." Combat should be entirely based on how good a player is at it - not what job they picked or how many points they invested into a skill. |
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Really beautiful, I'm a huge fan of this PR, but there will obviously be balance problems to work out. This will have to be testmerged. Also, finish Wiki Documentation section <3
I'd also, personally, like to see health analyzers get certain sections omitted when not above certain skill levels, but I might be alone in that opinion. Maybe fit for a future PR |
my opinion on this has arrived the top right "unassigned skills menu" button doesn't seem to work for me but the bottom one does overall i don't really care about this one way or the other i just feel as if we need to make them easier to progress, i just went through a full 2 hour round doing stuff and none of my skills improved at all |
I have a few concerns:
The best case scenario for this system is that it seems to reward players who already know everything about the game, but will greatly diminish the experience of players who don't know anything. I personally enjoyed myself in testing, but my testing took place in a round with a relatively decent population, and I can tell that I ended up not really contributing to it. |
Oh lord |
Alert alert bug report |
restricting certain crafting recipes behind skills is not fun its basically just removing a recipe for a person |
Documentation
Adds a skills system that affects various aspects of the game. On the start of the round players are given a base skillset depending on their role and a set amount of free points to allocate to whichever skills they want. Skills can also be gained over time, which gets exponentially slower the higher your skill level becomes.
Icons were made by @UselessTheremin
Why is this good for the game?
Currently there's nothing stopping a single person from doing everything perfectly. There are already modifiers that increases tool use speed based on role, such as engineers welding things more quickly, which is a good start but having them hard-coded based on your character's job is boring and restricting.
This skills system also significantly improves character customization by allowing players to specialize further within their role in ways they couldn't before. For example a roboticist can go all in on technical and be really good at piloting and fixing robots, or put points into mechanics to repair exosuits quicker, or physiology to install cybernetics more easily, or science in order to help with research. Skills can also be used to add detail or backstory to a character, such as a captain having mechanical skill because they used to be an engineer.
Wiki Documentation
Soon
Changelog
🆑 SapphicOverload, UselessTheremin
rscadd: Adds a skills system
/:cl: