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Skill Stats

Posted: Sat Jul 25, 2015 7:49 pm
by srifenbyxp
I figure we incorporate skill stats into the game to make even the most useless of jobs matter more and ensures that the clown who happens to have no robotic engineering background whatsoever somehow has the knowledge to make a Durand or an assistant performing brain surgery. Of course depending on the job selected that starting job will have a considerable amount of experience towards their starting job along with a bit of extra experience on the side to spend so that job change doesn't flop. I'm assuming the Experience UI can be like spending TC except it's spending EXP and will be on a 0 to 100 skill level.

The amount of experience will either make the skill-action taken either succeed or fail but has the chance that someone inexperience manages to perform a skill-action they would completed the action at a slower rate, or if they fuck up bad enough might even break the machine/tool/food. But this also give the chance some one more skilled in a field manages to do a skill-action they have the slim chance of completing the action faster. Dying to the point where you have to be cloned or taking brain damage has a chance to very slightly reduce learned EXP. EXP can be earned by performing actions categorized towards that skill or reading a book.

I like this formula because retards has to actually GIT GUD .


Skills

Weaponry
[Guns misfire and that total shitler using makeshift weapons might randomly shock himself with that stun stick without insulated gloves]
Investigation
[determines how many digits the retard can read when using the scanner along noticing any type of fabric if any]

Construction
Advance Construction
Atmospheric Mixture [shit doesn't go spontaneously ka-booom]

Researching [reliability plus/minus factor]
Robo-Engineering
Xenobiology [slimes will less likely maul you to genetic death]

Medicine
Surgery
Chemistry [Shit doesn't somehow spontaneously combust]
Genetics [finger slipped changing the settings]
Virology [shit doesn't spontaneously combust viruses]

Business
[Cargo be getting them points faster and if we ever get to actually use money this can also be a plus]
Mining

Cleaning
Cooking
Growing
Bartending

Honk
[Honk related stuff make's things more fun, especially when using a honk mech]
Scribing
[The Librarian is actually useful at round start, he/she/it can make beginner/intermediate/advance books in any field of skill. Once a player has read a particular book his/her/it's skill is slightly increased and that book they've read is no longer useful which they must read another. Player's skill level has to be within or lesser skill ratio to ensure some dumbass can't figure out how -quantum physics-]
Piety
Maybe god might actually care

Needless to say Heads of a varying department will always start with at least one or two Expert Rating and the rest in the related field a Good Rating, starting minions will always start with one or two a Good rating along with the rest in the related field Average Rating. Assistants always start out with randomized Terrible and Bad skill rating with the slim chance of getting a higher rating skill. Any other skills not related to at related field will be RNG'd Terrible through Average. As for the Captain, all skills will be RNG'd within the Average Rating, he shouldn't be doing everything himself anyways.
Skill Ratio Rating:
0 - 20 : Terrible

20 - 40 : Bad

40 - 60 : Average

60 - 80 : Good

80 - 100 : Expert

Re: Skill Stats

Posted: Sat Jul 25, 2015 8:01 pm
by Scones
its been discussed in the past (at least with me) and i think its against the core design we currently have of "when it all comes down to it everyone is equal"

at the same time i kind of like it

lifeweb's system is useless -> unskilled -> skilled -> master -> legendary

Re: Skill Stats

Posted: Sat Jul 25, 2015 8:03 pm
by srifenbyxp
I am guilty of playing the rape train simulator lifeweb as well.

Re: Skill Stats

Posted: Sat Jul 25, 2015 8:09 pm
by AdenAbrafo
different games, different systems
ss13 is supposed to be fast-paced, chaotic, even gameplay. i like to look at it as an arcade-like rpg or something.
to clarify, im trying to say the system would not be good for the game

Re: Skill Stats

Posted: Sat Jul 25, 2015 8:36 pm
by Scott
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Re: Skill Stats

Posted: Sat Jul 25, 2015 10:41 pm
by Gun Hog
Bay has this. We do not need to have "*BWOINK* Are you sure you know how to use a microwave?" or a near 100% burn chance on food you are trying to make. Skill systems are not compatible with our intended playstyle.

Re: Skill Stats

Posted: Sat Jul 25, 2015 11:50 pm
by Incoming
Being able to do more with the same set of tools as everyone else is the very definition of getting good, and a big part of what this game is. Adding something like this would essentially turn this into something else entirely.

Re: Skill Stats

Posted: Sun Jul 26, 2015 12:09 am
by DemonFiren
No.

Re: Skill Stats

Posted: Sun Jul 26, 2015 1:19 am
by Reimoo
The only way I could see any kind of skill system work if it doesn't restrict people from doing what they can already do currently. That also means no RNG "your gun misfires!"

For example, anyone could still hack a door the traditional way, but someone who started off as an engineer already has the door wires written down for them in their notes or has the wire colors translated in the hacking interface for them. Same concept could be applied to any job on the station, you start off with a small perk tied to your starting occupation and could pick up additional perks from spending a few minutes in the library.

Re: Skill Stats

Posted: Sun Jul 26, 2015 1:23 am
by Scones
It basically makes things like MD and Engineer worth playing because they are objectively better at the job by virtue of mechanics, instead of the inverse being true due to Greyshirt McGrief having played for a decade

But it's not right for /tg/station. Would be interesting as the premise for a new fork.

Re: Skill Stats

Posted: Sun Jul 26, 2015 2:48 am
by Screemonster
Reimoo wrote:The only way I could see any kind of skill system work if it doesn't restrict people from doing what they can already do currently. That also means no RNG "your gun misfires!"
Compare and contrast: GTA San Andreas.

Did anyone actually enjoy "lol your car randomly span out because skill too low regardless of what you're doing with the controls"?

Re: Skill Stats

Posted: Sun Jul 26, 2015 3:12 am
by Doritos
We don't need the worst part of lifeweb.
DemonFiren wrote:No.

Re: Skill Stats

Posted: Sun Jul 26, 2015 3:15 am
by Saegrimr
Reimoo wrote:The only way I could see any kind of skill system work if it doesn't restrict people from doing what they can already do currently. That also means no RNG "your gun misfires!"

For example, anyone could still hack a door the traditional way, but someone who started off as an engineer already has the door wires written down for them in their notes or has the wire colors translated in the hacking interface for them. Same concept could be applied to any job on the station, you start off with a small perk tied to your starting occupation and could pick up additional perks from spending a few minutes in the library.
Essentially this, even if its something like a chance an MD's bruise pack healing for slightly more than someone else, engineer taking one less second to de/construct a wall. Its a change that would benefit playing a role without hindering others (THE IMPORTANT PART). The other issue here is the difference would be so inconsequential why even make the change at all?

Re: Skill Stats

Posted: Sun Jul 26, 2015 7:57 am
by MisterPerson
Reimoo wrote:The only way I could see any kind of skill system work if it doesn't restrict people from doing what they can already do currently. That also means no RNG "your gun misfires!"
An idea I had awhile back was to make it so engineers knew all the wires on everything while everyone else had to learn them mid-round. I can't really think of something similar to give to the other jobs, though, so I dunno.

Re: Skill Stats

Posted: Sun Jul 26, 2015 11:55 am
by Steelpoint
I think Baystation's skill system is a pure role play thing that has no actual mechanical effect in game, its just meant as a guideline in helping you build your character and to what standards your character would play, meaning it would make sense for a security officer to know how to operate heavy weaponry but have no skills in preforming open heart surgery.

I agree with what Scone's said, I think the core idea is interesting and worth looking into but I don't think it would mesh well with /tg/station.

Re: Skill Stats

Posted: Sun Jul 26, 2015 1:05 pm
by Remie Richards
I actually coded the "Engineers know wires of important machines (Doors, APC, etc) at roundstart" thing, we had it on NT.

Re: Skill Stats

Posted: Sun Jul 26, 2015 2:47 pm
by John_Oxford
Alright, we could do it like this

Based on how many rounds you play as a job (This will be tracked)
You will gain experience points across rounds, as the job your doing, but only if at round start you are selected to play that job.

IE: I start out, click ready, spawn in as a security officer, starting out as a unexpierenced officer.
I play 30-40 rounds over the next few months as a sec officer, eventually becoming a expert.
Then, i ready up, and join in round start as a engineer.
The skills i learned as a experienced sec officer from playing as the sec officer doesn't carry over if i play a different job besides sec officer at round start.

It would be broke up into 2 sections
Job Skills and Personal Skills

Job skills are listed above, where its based on what job you have at round start, and how many rounds you have as the job.
Personal skills work like this:

Every person can select 1 expert skill, 2 moderate skills, and 4 novice skills at round start.

So lets say i'm a medical doctor, but back in the summer o' fiddy five, i used to be a space marine. So i would be a expert at combat for the one expert point i get in Personal Skill, and then having a knowledge of medical procedures from my time being a medical doctor, that knowledge of course, being scaled to how many rounds i played.

So of course, you can have a clown who is a washed up NT Intelligence Officer, and some how knows how to work a durand.
Or a sec officer, who happens to have used to be in a Nanotrasen Black Ops unit, has a bunch of scars, a eye patch, and constantly smokes cigars, and sports a turtle neck.
Image


This is a 'ok' idea, but for gods sakes, don't make it RP oriented for when you spawn in as a robotcist and want to go build a autism fort, then get this:
ADMINSTRATOR PRIVATE MESSAGE
hey u, acording to ur skills, u dun know how to build wallz
YOU HAVE BEEN BANNED
Reason: u not know how 2 build wall, fail arrpeeeurrrrrrrrrrrrr

Tg is a light to moderate RP server, not a heavy rp server, i will personally kick your teeth in if you try to make it a moderate to heavy or heavy rp server. Don't make me have to.

Re: Skill Stats

Posted: Sun Jul 26, 2015 2:48 pm
by Scones
"oxford posting" might as well become a meme at this point

Re: Skill Stats

Posted: Sun Jul 26, 2015 2:49 pm
by John_Oxford
Scones wrote:"oxford posting" might as well become a meme at this point
what, are you not in love with the top of the line classy entertainment?
don't make me break out the box of cigars, i will lecture you untill you fucking die, watch me.

Re: Skill Stats

Posted: Sun Jul 26, 2015 2:53 pm
by Saegrimr
John_Oxford wrote:Tg is a light to moderate RP server
Hahaha, don't fucking kid yourself.
If it weren't for the rules on the OOC/IC divide and metagaming, we'd be full on NoX.

Re: Skill Stats

Posted: Sun Jul 26, 2015 7:32 pm
by Miauw
are his posts ever worth reading.
they're always dumb bs rambling

Re: Skill Stats

Posted: Sun Jul 26, 2015 7:48 pm
by Screemonster
Steelpoint wrote:I think Baystation's skill system is a pure role play thing that has no actual mechanical effect in game, its just meant as a guideline in helping you build your character and to what standards your character would play, meaning it would make sense for a security officer to know how to operate heavy weaponry but have no skills in preforming open heart surgery.

I agree with what Scone's said, I think the core idea is interesting and worth looking into but I don't think it would mesh well with /tg/station.
Pretty much. Some bay forks don't even use it as a game mechanic for admins to look at, it's just "HEY, PLAYERS, CLICK THESE BUTTONS LIKE IT'S A QUESTIONNAIRE AND FIND OUT IF YOUR CHARACTER IS A MARY SUE SNOWFLAKE PIECE OF SHIT"

Re: Skill Stats

Posted: Sun Jul 26, 2015 8:19 pm
by Fr05tByt3
Remie Richards wrote:I actually coded the "Engineers know wires of important machines (Doors, APC, etc) at roundstart" thing, we had it on NT.
I really like this.

Start with perks for engies, add more as good ideas become available.

I also really like docs being able to heal for more based on RNG.

Re: Skill Stats

Posted: Mon Jul 27, 2015 8:39 am
by callanrockslol
No.