You could say I've been working on this game for a week now. You could also say I've spent that time *getting ready* to work on it. I'm simultaneously learning to use Unity 3D and outlining the mechanics for the game; we'll see whether I manage to reach a point where the two aspects of the game aren't separated.
Every man on your ship, yourself included, has skills that level up over time. You have access to Captain Skills and Special Skills. Your appointed mates (which actually means anyone with a special position, such as a doctor) have Special Skills and Crew Skills. The rest of your crew has only Crew Skills.
Captain Skills can best be described as various answers to "A good captain ________", as you'll see if you read the skill descriptions below. Special Skills usually only use the highest score among your crew, though having two people who know how to do some vital job becomes very handy when one catches space dysentery. Crew Skills, by contrast, generally use the sum of every participating hand's score. A skilled hand can achieve the same results as 4 novices.
The actual scores one can have represent the following levels of proficiency:
0-Incapable
1-Novice
2-Basic
3-Capable
4-Skilled
5-Impressive
6-Top-Notch
7-Renowned
8-Legendary
CAPTAIN SKILLS
Discipline: Ensures that his crew functions as a well-organized unit.
Evaluate: Quickly picks out the best men for each task.
Negotiate: Does a good job of representing his vessel and managing its affairs.
Perception: Can easily gauge the mood and thoughts of those around him.
Presence: Commands respect from his crew.
Rally: Keeps his men motivated and in high spirits.
Training: Knows how to turn a novice crew into seasoned deckhands.
SPECIAL SKILLS
Aether Sight: Sighting objects that would normally be obscured by aetheric mists.
Cooking: Preparing healthy meals from the available supplies.
Commerce: Gauging the best time and place to buy/sell various goods.
Cultures: Understanding the beliefs and customs of the various peoples you encounter.
Engineering: Working with the ship's technologically advanced aspects.
Entertain: Helping to improve morale.
Interspace: Knowing how to survive Maelstrom's unique space ecosystem.
Medicine: Treating all manner of ailments.
Navigate: Charting a course and staying on track.
Tactics: Leading men in battle.
CREW SKILLS
Hand-to-Hand: Close combat against sentient beings.
Harvest: Gathering and processing supplies.
Hunting: Tracking and killing the various creatures in Maelstrom's interspace.
Maintenance: Keeping the ship and cargo in good condition.
Operate Vessel: Using your ship's systems to their full potential.
Wednesday, December 9, 2009
Maelstrom Trader: Skills
Labels: Game Design, Maelstrom, Maelstrom Trader
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