Re: Development Advice



On Wed, 14 Dec 2005, Jeff Lait wrote:

>
> POWDER has a gain-on-use component - piety. The solution I use is a
> cost based system - I try to ensure that anything that gains piety has
> a cost to try and avoid the "Kick the wall 1000x to gain Master Ninja"

The other way of reducing this problem, of course, is to have a more
complex skill-tree, where practising skills in a particular context helps
less for other contexts.

(For example, kicking a wall trains kicking in the context of walls. You
can gain as much skill at kicking walls as you like, but the bonus to
kicking in other contexts will be much reduced (possibly depending on how
wall-like the context is - you might get reasonable bonuses to kicking
other stationary objects, but much lower or non-existent bonuses in the
context of small, fast moving objects.)

This becomes quickly very complicated and complex, however...

Sam
.



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