My Mod's skill system


(th0rn3) #1

As far as known, I am making a mod. So I just wanted to know what do you think about new skill system.

Soldier skills:
LVL 5: Less weapon overheating
LVL 6: Less weapon recoil
LVL 7: More accuracy
LVL 8: Superbazooka or Panzerschreck
LVL 9: More strenght (more speed when carying heavy weapons)
LVL 10: Advanced weapons training (can pickup any weapon)
LVL 11: Stronger helmet (headshots makes less damage)
LVL 12: More ammo
LVL 13: Shooting uses less charge bar
LVL 14:
LVL 15: StG44 or M3 Carbine sidearm (oooo, dangerous)

Medic skills:
LVL 5: Everyone around that medic gets 3 healt per second (somekinda aura skill)
LVL 6: More ammo
LVL 7: Health packs gives more health
LVL 8: Throwing health packs uses less charge bar
LVL 9: Medic armour
LVL 10: Slow field revive (can slowly revive player even if not medic)
LVL 11: No leg breaking
LVL 12: Even more ammo
LVL 13: Bigger self adrenaline dose
LVL 14: Fast field revive (same as lvl 10, just a bit faster)
LVL 15:

Engineer skills:
LVL 5: Faster constructing or advanced weapon cooling
LVL 6: More ammo? (not shure about this)
LVL 7: Entrenching tool (for digging trenches, on special maps only (new entity), not shure about this one too)
LVL 8: Trip mines
LVL 9: Field defuser suit (less explosive ammo damage)
LVL 10: More rifle grenades
LVL 11: Gas mines (not shure about this)
LVL 12: Faster arming/defusing
LVL 13:
LVL 14: Gas mines (not shure, maybe ill put this here, or maybe for lvl 11)
LVL 15: Field mine defusing (can defuse mines (VERY slowly), even if not an engi)

Field Op skills:
LVL 5: Inspire morale? (Everyone around uses less energy while running, not shure 'bout this)
LVL 6: Less charge bar using
LVL 7: Bigger ammo packs
LVL 8: Ultimate artillery (fast bombing)
LVL 9: Enemy recognision (dissables covert op better disguise)
LVL 10:
LVL 11: Super airstrike (3 planes)
LVL 12: Charge everyone’s charge bars? (not shure about this)
LVL 13:
LVL 14: Enemy recognision (same here)
LVL 15: Insane hell (long and fast airstrikes and artillery in one thing

Covert Op skills:
LVL 5: More scoped weapon ammo
LVL 6: Execusion (one pistol shot in the back)
LVL 7: Better disguise (dissables field op enemy recognision)
LVL 8: Silent walk
LVL 9: More scoped weapon accuracy
LVL 10: Better disguise + charge bar disguise (will not instantly loose disguise if fire a wpn)
LVL 11: Enemy comunication
LVL 12: Fake satchels (health packs, ammo packs, dynamite, other team satchels, depends on disguise class)
LVL 13: Better charge bar disguise
LVL 14: Advanced weapons training
LVL 15: Door unlocking (even if not disguised can open doors, but it takes some time)

Battle Sense:
LVL 5:
LVL 6: Helmet fixing (if running without helmet, it can be picked up)
LVL 7: First aid kits (one per death, can heal up to 40hp)
LVL 8: Less leg breaking (can fall from higher place, without breaking a leg)
LVL 9: Danger awarness (same as NQ)
LVL 10: A little bit higher running speed
LVL 11: Trip mine awarness
LVL 12:
LVL 13: Bandage broken leg (returns normal speed if leg was broken, 2 per death)
LVL 14: Breath holding (gas mines dont do dammage for some time)
LVL 15:

Light Weapons:
LVL 5: Knife throwing
LVL 6: Faster weapon change
LVL 7: Less recoil
LVL 8: More accuracy
LVL 9: More grenades
LVL 10: Stroking with gun
LVL 11: Less bullet spread (suggested by 89blitz)
LVL 12: Small gas can
LVL 13: Bayonet or harder stroking with gun (bayonet - knife in front of the gun)
LVL 14:
LVL 15: A little bit bigger gas can

So what do you think??? :smiley:


(dutchmeat) #2

I was wondering why you haven’t posted at our forum yet…
Anyway, nice table.


(Pegazus) #3

Would be pretty cool, if everything gets nicely balanced :slight_smile:


(th0rn3) #4

dutchmeat the thing is - I forgot your forum’s url :smiley: . Can anyone suggest something to fill in the blank skills?
Oh and I forgot to mention: Generals will get Walther PPK or Colt general officers’ model


(89blitz) #5

[QUOTE=th0rn3;180577] Can anyone suggest something to fill in the blank skills?
Oh and I forgot to mention: Generals will get Walther PPK or Colt general officers’ model[/QUOTE]

LVL 11: Less bullet spread…
:wink:


(isbowhten) #6

soldier lvl14:
e.g. mortar and panzerfaust - two heavy weapons resulting in little bit less health (cause of too much to carry), or less speed but soldiers are slow enough with their heavy weapons

medic lvl15:
what about automatically spawning medipacks when you are spawning, or a give medipacks at all your sides at once instead of giving one medipack per mouse click

engineer lvl13:
what about a self-adrenaline?

fieldops lvl13:
your own plane… so if too mcuh planes are enroute you still can use your support fire

light weapons lvl14:
uzis (with less accurazy than pistols) instead of pistols enabled


(dutchmeat) #7

[QUOTE=th0rn3;180577]dutchmeat the thing is - I forgot your forum’s url :smiley: . Can anyone suggest something to fill in the blank skills?
Oh and I forgot to mention: Generals will get Walther PPK or Colt general officers’ model[/QUOTE]

http://s4.invisionfree.com/ProgrammingAnDstuff

and about the blank levels,
Why not keep it blank? this will increase the length of getting the new skills, which makes it harder/ but also more fun to achieve a higher levels.


(-SSF-Sage) #8

Basicly it would be VERY unfair with long xp save. That might kill the fun of the mod.