Setting Sail

Posted by omicron1 on Nov. 2, 2006, 8:26 p.m.

LotA: The Galleon (1590) is finished. This means that all the ship models for the contest release are done! Yippee! Yay! …eh… now, all I need to do is finish the constructions, complete the mission briefings/content, add some cities to Europe, bugtest, and finish the engine.

EotS: I still haven't gotten in enough multiplayer testing to justify a release. (Blame my brothers for that) Thus, I am keeping it under wraps for the time being.

MMO: I am finalizing the main interface. It is a blackscale interface; that is, it is composed of alpha'd black rectangles with solid black borders. It looks clean and fits well, so I'm happy with it.

I have also added the Energy bar, which is used for energy weapons. It only recharges when you aren't firing, so you're going to have to use those overpowered lasers strategically.

I have been thinking about player levels and skills. I have come up with the following system:

Players gain Levels in one of three areas: Combat, Crafting, and Repair. (Co, Cr, R) They only gain levels in areas they work on. From these areas, they can choose to spend their gained levels on any of multiple Sublevels, such as Combat:Accuracy or Repair:Buffs. You can also choose to unlock certain Feats - special actions that you can perform to aid you in various areas - such as the Buffs Feat "Raise Accuracy", which increases the target player's accuracy for a certain amount of time, or the Mining feat "Shattered Rocks", which allows you to extract ore from rocks 50% faster. Each Feat has three levels - Bronze, Silver, and Gold - which require more level points to unlock. New feats become available as you progress through the levels - typically, one at level 1 and one every ten levels afterwards. As something completely different from other MMOs, all skills and level-areas are available to all players. The difference is, you can only get a total of 500 levels in all areas combined, and only 100 levels in any one specialty. This will both reward the player for those things that he does, and force players to specialize.

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