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Jobs and Skills: A Mirage Source Revamp
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Author:  Lea [ Mon Jul 28, 2008 1:20 am ]
Post subject:  Jobs and Skills: A Mirage Source Revamp

I am trying to define a new system to use in (top secret project #1337)

I have managed to write up a complete generic definition of jobs and skill as I would like to use them. I was hoping the loving and caring MS community would give me well thought out and mature feedback and suggestions to turn this system into a fun and unique gaming experience.
Quote:
LoM Job and Skill Tree

SKILLS

Skills will give the players the ability to customize their character to a large extent. Every skill will have a number of levels that can be trained for an increasing cost. Training a skill will start a cool down for a certain amount of time where the player can not train another skill or change jobs.

1. Skills will come in two flavors, active and passive. Active skills will require activation by the user, have a cost (MP, SP) and will have a duration. Passive skills will always be have an effect.
2. Skills will be trained by spending EXP, which will be gained from killing monsters, players, and completing quests.
3. The cost to train a skill will increase with the skill's level.



JOBS

Jobs will be a key aspect to training your character in LoM. They will provide a level of specialization to your character's attributes, as well as grant your character some special abilities and boosters. Jobs will be arranged in a tree, with generic jobs at the trunk and more specialized jobs as you move toward the leaves.

1. Jobs will have special prerequisites formed from the skills of other jobs.
2. Jobs will apply boosters (or limiters) to your character's stats, attributes, vitals, attack speeds, regeneration speeds, and anything else the character does!
3. Every job will have unique skills the player can train and use.
4. Jobs will allow your character to use specialized equipment.
5. Parent job's boosters, abilities and skills will inherited at their current level for all jobs derived from it.
6. Only skills specific to the active job can be trained.


Changing Jobs
Players can change jobs both up and down the skill tree. Switching jobs can happen by one hop at a time. Moving to a leaf job will require you to have met the prerequisites and will have a monetary cost. Moving to a leaf job for the first time will involve a larger cost, and possibly a quest. Moving to a parent job, or to another job with the same parent will be free of cost and instantaneous, however it will have a timed cool down period.


Author:  Coke [ Mon Jul 28, 2008 1:21 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

LEAVE BRITNEY ALONE! :cry:

Author:  Lea [ Mon Jul 28, 2008 1:30 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

I have the power to delete your posts, Fox. :D

Author:  Asrrin29 [ Mon Jul 28, 2008 1:50 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

I've already given you my input on the matter. good luck with getting it programmed though :P

Author:  Lea [ Mon Jul 28, 2008 5:47 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Thanks Asrrin, I look forward to what other people have to say

Author:  Anarchy [ Mon Jul 28, 2008 1:11 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Asrrin29 wrote:
I've already given you my input on the matter. good luck with getting it programmed though :P

I dont think it would be hard (I think)

Its gunna replace magic completely right?

Author:  Lea [ Mon Jul 28, 2008 1:24 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

It's going to replace levels and classes completely. There will still be magic in the typical sense.

Boosters. Is there anything else the player does, gets, or waits for? Anything else I could boost?

Quote:
BOOSTERS

Boosters will be given with any job. Unlike skills, boosters will always be active, and not need training. Boosters can have an affect on the following things.

1. Max HP / Regen Speed
2. Max MP / Regen speed
3. Max SP / Regen speed
4. STR
5. SPEED
6. DEF
7. MAGI
8. weapon effectiveness
9. spell effectiveness
10. armor effectiveness
11. EXP Gain
12. Critical hit chance
13. Block hit chance
14. Inventory size?
15. Spell size?
16. Attack speed
17. Spell speed
18. Walk speed
19. PvP Ability
20. Equipment repair costs
21. Barter with shopkeeper cost?

Author:  Dark Echo [ Mon Jul 28, 2008 1:41 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Another interesting addition to the boosters list could maybe be a 'reduce cool down' for job swapping? I dont know, but reading everything made me think about a 'jack of all trades' sort of job which gives the players the booster to swap jobs quicker than other professions.

Also, i was wondering if these boosters are permanent. Like if you swap jobs, does the booster you gained from your previous job disappear? Or does it stay with you, because then my booster idea is just plain cheating. Hahaha.

Otherwise, everything sounds awesome. :D

I tried my best to sound mature. :D

Author:  Lea [ Mon Jul 28, 2008 1:53 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

From the job description

5. Parent job's boosters, abilities and skills will be inherited at their current level for all jobs derived from it.

This means as you progress down the job tree, only boosters from the parent jobs will be applied.

For example, if we start with the Beginner job, that everyone starts at, and Beginner has Mage, Fighter, and Ranger branches. Someone who is a Fighter would receive boosters from ONLY Beginner and Fighter. If fighter then had two more branches one of which is Warrior, the player would only get boosters from Beginner, Fighter, and Warrior, even if they trained the Mage boosters some.

Make sense?

Author:  Dark Echo [ Mon Jul 28, 2008 2:20 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Ahhh. Okay, i get you. Cheers dude. :wink: So yeah, what i came up with was essentially useless. Thats why im not an ideas man. :D

Author:  Lea [ Mon Jul 28, 2008 3:12 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

The point of the cooldown is to prevent abuse of the system. I'm not sure if I would want to reduce that time.

Either way, with an experimental system like this it will take a lot of tweaking to get the game feeling right.

Author:  Lea [ Fri Aug 01, 2008 11:40 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Just wanted to share my current job editor. It's a major work in progress, but the basic functionality is there. You could make a valid job file from this editor, but you would definitely need a piece of paper and a plan. This program gives you a way to enter the data, but it doesn't help you in almost any way :P That's to come... The only "core" thing to add is boosters, and I am taking a break by posting this before I start on those :D

I am giving the source code out... there's a few interesting things in it that I'll leave for those curious enough to look. It's an advanced example of binary file I/O and memory manipulation with arrays and such.

Attachments:
JobEditor.rar [6.79 KiB]
Downloaded 337 times

Author:  Lea [ Sat Aug 02, 2008 10:17 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Anyone take a look? Anyone remotely interested?

I have an updated version that now has binary saving variable length strings which could be adapted to any MS game with binary files... If you're interested in this, send me a PM or GTalk me.

I now consider the program "functionally complete", because it does what it was supposed to do. However, it does not do some helper things that would make it easier to create the jobs, but that is largely because we have not yet began work on the skills system. (basically, we know we will have skills, and the editor lets you add them, but it nor I know what skills will look like (same for prereqs))

Author:  Robin [ Sat Aug 02, 2008 11:49 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Dark Echo wrote:
Ahhh. Okay, i get you. Cheers dude. :wink: So yeah, what i came up with was essentially useless. Thats why im not an ideas man. :D


Oh my God, the one thread I avoid for a while because it's about my game, and Dark Echo posted here :O!

Sup man.

Author:  Lea [ Sat Aug 02, 2008 11:52 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Robin wrote:
Dark Echo wrote:
Ahhh. Okay, i get you. Cheers dude. :wink: So yeah, what i came up with was essentially useless. Thats why im not an ideas man. :D


Oh my God, the one thread I avoid for a while because it's about my game, and Dark Echo posted here :O!

Sup man.


fuck you :P

Author:  Kenko [ Tue Aug 12, 2008 10:46 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

I'm not too fond of any of the ideas here. :S

Author:  Lea [ Tue Aug 12, 2008 11:03 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

why not?

Author:  Matt [ Wed Aug 13, 2008 12:10 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Dave wrote:
why not?


There's no ass to mouth sex, that's why!

Author:  Lea [ Wed Aug 13, 2008 1:05 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

I see....

Author:  Matt [ Wed Aug 13, 2008 1:13 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Dave wrote:
I see....


>.>

That doesn't mean I want ass to mouth anime, Dave.

Author:  Lea [ Wed Aug 13, 2008 1:18 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Are you sure?

Author:  Matt [ Wed Aug 13, 2008 1:32 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Dave wrote:
Are you sure?


*nods* Mhm. I'm good. I don't need it or want it, or to know if it exists.

Lol.

Robin might though. >.>

Author:  Lea [ Wed Aug 13, 2008 1:51 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

:(

Robin gets plenty.

Author:  Robin [ Wed Aug 13, 2008 11:55 am ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Hey, no one can have enough ass-to-mouth animé.

Author:  Matt [ Wed Aug 13, 2008 1:31 pm ]
Post subject:  Re: Jobs and Skills: A Mirage Source Revamp

Robin wrote:
Hey, no one can have enough ass-to-mouth animé.


Zero is plenty enough for me. Lol.

I still can't believe Dave started looking for it that day. -_-

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