Basically A Character Set To RPG Mode Is Bound By RPG Elements.
Levels
Skills
Money
Weapons
Ammunition
Inventory
Action Points
Gun Over Heat
Gun And Armor Durability
Buying New Armor/Weapons/Weapon Additions
Things Of This Nature.
Your character starts at a level 1 with a max level of 50. you have an admin roll dice for you to see what kind of stats you get in these 10 skills. The Skill Max Is 100.
Barter - Get Lower Prices When Buying And Higher Prices When Selling
Big Guns - Better Skill With Mini Guns, Flamers, Rockets...
Energy Weapons - Better With Guns Using Power Instead Of Bullets (I.E. Arm Cannon)
Explosives - Better With Anything That Makes Boom Boom. Nades, Rockets...
Medicine - Better At Healing
Melee Weapons - Better With Melee Weapons.
Repair - Better At Fixing Things
Small Guns - Better With More Conventional Weapons
Speech - Better at making conversation
Unarmed - better at fighting fist to fist
You May Ask For A Re-Roll And The Lowest Number One Of The Skills Can Be When You Start Is 15 And The Highest Is 35. You May Also Select 3 Skills You Specialize In And You Will Gain 15 Points To That Skill Even If It Goes Above 35.
You Will Also Have 5 Traits For You Character. You May Pick What Your Traits Will Be. All Traits Will Start With 5. The Lowest A Trait Can Go Is 1 And The Highest Is 10. You Will Be Given 5 Extra Points To Pore Into Any Trait You Choose. You May Also Take Points From Other Points To Add To Your Pool Of Points For Other Traits.
Here Are The 5 Traits
Strength - Better At Melee/Unarmed Skills And Can Carry More In Inventory
Endurance - More HP And AP
Charisma - Better At Speech And Barter Skills
Intelligence - Better In Medicine, Repair, And Speech Skills
Agility - More AP And Better In The Unarmed, Melee, Small Guns, Energy Weapons Skill
You Can Have One Starting Gun, One Starting Melee Weapon, And 1,000 Credits To Start With. You May Start With A Ship And Suit To.
All Weapons Will Have 4 Stats On Them.
Atk - Attack Power
Def - Defensive Power
Rel - Reload Speed
End - Durability Of The Weapon.
Every time You Use A Weapon On A Mission It Looses One End Point. Lets Say I Have A Gun With 10 End Points. I Go On 3 Missions. That Gun Will Have 7/10 End Points. Every time You Loose An End Point You Take A Fraction Off Your Guns Attack And Def Points. So Lets Say My Gun Had 1000 Atk And 1000 Def Points. Because The End Points Are 7/10 Its Will Only Have 700 Atk And Def Points. There Is No Level Requirement For Any Guns.
Getting Back To The Skills And Level System. Every time you kill someone you take your experience and compare them. you take how much experience you have and subtract it from your enemy's experience. you then add the total to your experience. if you kill someone with less experience then you, you gain no experience. you might be thinking
- Quote :
- OMG HOW THE FUCK DO I KILL SOMTHING WITH MORE EXPERINCE THAN MEE!!!!!! FAGRG JYTDHYDT HYDHYD HY
Well Your Skills/Equipment/Traits Come Into Play. Depending On How Your Attacking Or Being Attacked Will Determine The Outcome. So Lets Say I An Being Attacked By Generic Pirate #1. Well Fuck. Generic Pirate #1 Is A Higher Level Than Me. But Wait. Hes Attacking Me With A Crowbar With 1000Atk Power. Well It Also Happens I Have A BFG-9000 With Me And It has 9000Def. My Big Guns Skill Is Also 100 When His Melee Skill Is 3. I Blow Him To Hell. I Gain The Experience And I Level Up.
This System Isn't Down And Pat Yet But This Is A Showing Of What It Be Like If We Implemented One.