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You mean if we magic race and we better in magic?
Yes, to some degree
You will have special magic skills that are for your race only
Invisible War FTW
Ahh ok.. How bout different growth rate per level for each race? Like hp / attack / agaility growth per level? if not, its still cool..
how bout making the Cla** Skills pa**ive, meaning all players of that race already has those skills "unlocked" at a certain level, THUS, no need to spend skill points on them, THUS, allowing more of the other skills to be attained, THUS, more skills can be implemented in the game, THUS, allowing for character uniqueness and the oh so popular "skill builds"..
how bout making the Cla** Skills pa**ive, meaning all players of that race already has those skills "unlocked" at a certain level, THUS, no need to spend skill points on them, THUS, allowing more of the other skills to be attained, THUS, more skills can be implemented in the game, THUS, allowing for character uniqueness and the oh so popular "skill builds"..
I didn't have to do it but I did it to say, that I didn't have to do it but I would anyway..









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Ahh ok.. How bout different growth rate per level for each race? Like hp / attack / agaility growth per level? if not, its still cool..
how bout making the Cla** Skills pa**ive, meaning all players of that race already has those skills "unlocked" at a certain level, THUS, no need to spend skill points on them, THUS, allowing more of the other skills to be attained, THUS, more skills can be implemented in the game, THUS, allowing for character uniqueness and the oh so popular "skill builds"..
how bout making the Cla** Skills pa**ive, meaning all players of that race already has those skills "unlocked" at a certain level, THUS, no need to spend skill points on them, THUS, allowing more of the other skills to be attained, THUS, more skills can be implemented in the game, THUS, allowing for character uniqueness and the oh so popular "skill builds"..
It is possible to give base variable bonuses for particular character types, yes
I'm not sure about having character specific skills being pa**ive though.
Why? Well, my reasoning is that there is no limit for skill points. Some games will limit the maximum level, but I felt it would be better to let it be unlimited(except by experience, obviously).
Because of this, I didn't feel like there was any need to help people out here.
I suppose they could be automatically level 1 trained or something like that, but not the full skill maxed out, because it stops a little bit of character strategy and customization.
Invisible War FTW
But although there's no limit on level (meaning no skill point limit), you can put level requirements (just like Divine Blessing and Iron Fists at level55) before they can be used..
Example, "Skill X" can be attained at level 55.
Description: Ghost beings, through meditation and reflection, they can achieve a state of superiority and being one with their environment.
Cla** Skill: Ghost
Attributes: Level1 - Evasion +1% - Acquired at level 55
Level2 - Evasion +2% - Acquired at level 60
Level3 - Evasion +3% - Acquired at level 65
Level4 - Evasion +4% - Acquired at level 70
Level5 - Evasion +5% - Acquired at level 80
This is an example so dont anybody mess with the values and say that there is no evasion or something (is there evasion? is the miss attacked called evasion? if not, +5% evasion could just be -5%accuracy to any attacking opponents)Anyway..
This is a simple cla** skill example. Simple skill attributes which makes it not really a threat but grants uniqueness in cla**es. Set to the the maximum at level 5, IT DOESN'T COST ANY SKILL POINTS, but each level can only be attained at a certain level.. What's good about this is players have something to look forward to when they reach a certain level and without them thinking that these are just a waste of skill points..
Example, "Skill X" can be attained at level 55.
Description: Ghost beings, through meditation and reflection, they can achieve a state of superiority and being one with their environment.
Cla** Skill: Ghost
Attributes: Level1 - Evasion +1% - Acquired at level 55
Level2 - Evasion +2% - Acquired at level 60
Level3 - Evasion +3% - Acquired at level 65
Level4 - Evasion +4% - Acquired at level 70
Level5 - Evasion +5% - Acquired at level 80
This is an example so dont anybody mess with the values and say that there is no evasion or something (is there evasion? is the miss attacked called evasion? if not, +5% evasion could just be -5%accuracy to any attacking opponents)Anyway..
This is a simple cla** skill example. Simple skill attributes which makes it not really a threat but grants uniqueness in cla**es. Set to the the maximum at level 5, IT DOESN'T COST ANY SKILL POINTS, but each level can only be attained at a certain level.. What's good about this is players have something to look forward to when they reach a certain level and without them thinking that these are just a waste of skill points..
I didn't have to do it but I did it to say, that I didn't have to do it but I would anyway..









Oh, I get it now! Yes, that sounds like a nice idea. Another incentive for growth.
Invisible War FTW

