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- Jun 7, 2017
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I feel like MassiveCraft needs its own skill system and to make itself special, in that it doesn't use mcMMO, I believe that it should use a different style of skills which are more unique, like a skill dedicated to fighting, instead of multiple ones that can be used for different things, which I believe will also allow for easier balancing. Skills would have their own subtrees, like fighting would have Swords, Axes, and Bows as its subtrees which you gain skill in by fighting mobs and killing them, and these will feed into a fighting skill (not averaged you would get x amount of fightskill and x amount of Swords, Axes, or Bow skill.
Things like Excavation would carry over too, and would translate into strength, control, and agility allowing you to focus to be a tank, but slow, damage dealer a fast and accurate archer or a fast, hard to hit swordsmen but deal less damage. (could probably be revisted to make it better and maybe not focus it on setting up classes more ideas could be discussed)
There would also be a new crafting system to go along this introducing a new skill like weaponsmithing, blacksmithing, and shield smithing (for 1.9+). When you smith a item they will be given a quality, which is based off of the materials that you use, like if you use a high quality (100ql diamond) and some 100quality sticks you would most likely produce a 100ql pickaxe which would take less damage, but also mine more as you mined compared to a 50quality pickaxe which would take more damage as you mined because its quality isn't as high. The same could be said for swords, as you could deal more damage while your sword taking less damage.
This would introduce another skill, repairing, which would lower the quality of the item while reducing the damage that the item has taken. A damaged sword will deal less damage until its repaired, even if its extremely high quality as the sword will have chips in it from blocking swords.
Feel free to give feedbacks and suggestions on what could be changed to make it more playable. The whole idea behind it is instead of going to level 1000 go to level 100 but this could be the same for going to a higher level like a thousand.
A large portion behind this is to make it feel like skills are woven into each other allowing you to do more with mining, digging, fishing and woodcutting.
Things like Excavation would carry over too, and would translate into strength, control, and agility allowing you to focus to be a tank, but slow, damage dealer a fast and accurate archer or a fast, hard to hit swordsmen but deal less damage. (could probably be revisted to make it better and maybe not focus it on setting up classes more ideas could be discussed)
There would also be a new crafting system to go along this introducing a new skill like weaponsmithing, blacksmithing, and shield smithing (for 1.9+). When you smith a item they will be given a quality, which is based off of the materials that you use, like if you use a high quality (100ql diamond) and some 100quality sticks you would most likely produce a 100ql pickaxe which would take less damage, but also mine more as you mined compared to a 50quality pickaxe which would take more damage as you mined because its quality isn't as high. The same could be said for swords, as you could deal more damage while your sword taking less damage.
This would introduce another skill, repairing, which would lower the quality of the item while reducing the damage that the item has taken. A damaged sword will deal less damage until its repaired, even if its extremely high quality as the sword will have chips in it from blocking swords.
Feel free to give feedbacks and suggestions on what could be changed to make it more playable. The whole idea behind it is instead of going to level 1000 go to level 100 but this could be the same for going to a higher level like a thousand.
A large portion behind this is to make it feel like skills are woven into each other allowing you to do more with mining, digging, fishing and woodcutting.