bluestarultor
03-06-2011, 10:49 PM
Simply put, I need to decide how to handle levels. At this point the system includes races getting points in their strong stats automatically and getting a couple more points to spend as they choose. On the other hand, with classes in the mix, things have gotten complicated. I have no idea how to handle levels and stat points at the moment and am fishing for feedback.
These are what I came up with over time:
1.) My first idea was to have the character have its own level and for their current job to place points based on its own strengths. However, I later changed the system so races did the same thing and it just seemed like a bad idea to be that strict with players' growth.
2.) I later decided on the aforementioned ability to place a certain number of stat points while others were automatically allocated. However, for a while I completely ignored classes and their effect on levels and stats and just assumed classes would be fine to take up just for the bonuses they provided. Under this system, characters would keep all their levels and stats the same regardless of class.
3.) Yesterday I was messing around with my interface and specifically the character sheet and, it being late at night, put the level next to the class. Under this, I thought it would be a good idea to let class determine level to give classes more weight, since they all have useful abilities and most of them have class-specific attacks providing specific bonuses that evaporate when you take a different class and are stored for if the player returns to it. Under this system class level would be the only kind of level and players who changed classes would be back at square one, meaning it would be easy to experiment at first, but changing would set them back by a lot later.
4.) I could just say screw it and have every class have its own sub-level instead of it determining character level and points. This hybrid system could be:
4a.) Where classes employed templates on the base (Unemployed) class to change stats around by percentage, with said percentages growing as class level advanced. Points would be added to the base as normal, which may cause confusion when players fail to see changes in some stats and see great changes in others.
4b.) Class levels would allow for extra points to be assigned to stats with some being automatically added as in #1, but would only be stored for the class, so players who chose another class wouldn't be harmed too much, but would still see stat drops.
4c.) A hybrid of #4a and #4b, the base stats would be shifted on a template, normal level points would be assigned to the base, and job level points would be assigned to the job values, each being handled separately.
I'll probably be posting this on FFWiki, too, because it's a MAJOR concern and one I'll need to deal with before I can implement the job system.
These are what I came up with over time:
1.) My first idea was to have the character have its own level and for their current job to place points based on its own strengths. However, I later changed the system so races did the same thing and it just seemed like a bad idea to be that strict with players' growth.
2.) I later decided on the aforementioned ability to place a certain number of stat points while others were automatically allocated. However, for a while I completely ignored classes and their effect on levels and stats and just assumed classes would be fine to take up just for the bonuses they provided. Under this system, characters would keep all their levels and stats the same regardless of class.
3.) Yesterday I was messing around with my interface and specifically the character sheet and, it being late at night, put the level next to the class. Under this, I thought it would be a good idea to let class determine level to give classes more weight, since they all have useful abilities and most of them have class-specific attacks providing specific bonuses that evaporate when you take a different class and are stored for if the player returns to it. Under this system class level would be the only kind of level and players who changed classes would be back at square one, meaning it would be easy to experiment at first, but changing would set them back by a lot later.
4.) I could just say screw it and have every class have its own sub-level instead of it determining character level and points. This hybrid system could be:
4a.) Where classes employed templates on the base (Unemployed) class to change stats around by percentage, with said percentages growing as class level advanced. Points would be added to the base as normal, which may cause confusion when players fail to see changes in some stats and see great changes in others.
4b.) Class levels would allow for extra points to be assigned to stats with some being automatically added as in #1, but would only be stored for the class, so players who chose another class wouldn't be harmed too much, but would still see stat drops.
4c.) A hybrid of #4a and #4b, the base stats would be shifted on a template, normal level points would be assigned to the base, and job level points would be assigned to the job values, each being handled separately.
I'll probably be posting this on FFWiki, too, because it's a MAJOR concern and one I'll need to deal with before I can implement the job system.