Nick-Danger Nick-Danger

[suggestion] Skill trees for Champions

[suggestion] Skill trees for Champions

One thing that kinda bothers me with the current champs is that when I see a champ I see them as a possible fighter (attack rating), or a resource (+2 spell points per turn, etc.), not as 'individuals' (ie -- a guy who is wandering the land, dedicated to bringing back life to the land -- a Johnny Appleseed or the like, etc.). 

Perhaps the skill tree idea that SavageBananaMan34 and others have mentioned (in the "how much do you like the current champion system? thread in the Elemental Beta Forum) which is a good idea on its own, would also help with this. Perhaps it could go like this with Mr. Appleseed:

We see a champ but no stats listed (no '10% bonus to orchard production' or no '+2 to spell research per turn').  We only see a description like "Johnny Appleseed is descended from a long line of forest nurserymen, and wanders the land trying to preserve this knowledge".  This presents him as a person and gives a clue to his innate skills without making him seem a walking stat machine.

If Mr. Appleseed levels up we'd have skill tree options, weighted towards his innate skills/knowledge (in Mr. Appleseed's case it's orchard production, for Paul Bunyon it'd be lumberyard production, etc.).  Let's assume a normal skill-up is 10% bonus to a resource and +2 per turn to a skill like spell research.  Mr. Appleseed would get the normal bonus to orchard production (10%) but only half normal skill-up to non-orchard choices (so only +1 per turn to spell research).

This variable skill-up gives us a choice -- get normal skill-up from their innate abilities, but if we want to direct their development in other ways we can but at a penalty.

This would also address the problem that as time goes on, the current "+2 spell points per turn" becomes increasingly insignificant.  Allowing that to increase with each levelup lets it remain more useful as the game progresses.

This tech tree skill-up could be in addition to the current '+stats at level-up' choice, or could be in lieu of it.

24,719 views 29 replies
Reply #26 Top

Quoting Hound, reply 24
Disciples 2 had an insanely fun way of leveling up your heroes even if their abilities were otherwise a bit simple.

You picked a new talent/upgrade at each level up and it always meant something.

AoW:SM had it too but your heroes died easier with the lack of a retreat option if you were attacked.

MoM had really cool heroes too with unique abilities.

Agreed....  has anyone else noticed most of the skills in Elemental are primarily "damage" related??  This unit does double damage on counterstrikes, this unit can do triple damage for its strike, yaaa daa yaaa damage, etc., etc., .

Reply #27 Top

Interesting idea.  It'd be another tack on and I'm not sure why a sovereign wouldn't have access to the tree too, but I like the idea.

Reply #28 Top

Quoting NTJedi, reply 26
...has anyone else noticed most of the skills in Elemental are primarily "damage" related??  This unit does double damage on counterstrikes, this unit can do triple damage for its strike, yaaa daa yaaa damage, etc., etc., .
Yes :(

The old D&D game had such a great panoply of spell types.  Yes, Elemental isn't a pen&paper game adjudicated by a human, but I'd like to think folks cleverer than I on the SD team can come up with more non-damage-augmenting spells for Elemental.

Reply #29 Top

I would certainly like to see some advancement in the heroes.  I am not for a advancement tree of something for every hero, just let them get better at what they do.

My suggestion--I think there needs to be two different types of heroes.  City heroes, the ones that add gold, knowledge, tech.  And then your combat heroes, add extra experience, moral, etc.

City heroes skills should only be applied if they are stationed in a city.  They should also gain experience over time.  I am fine without adding different skills, but I would like to choose between increasing their skill or their stats when they level up.  Getting better at their stats could represent a month a sword fighting practice, or a month in the gym.  Point being, I get him to a decent level of fighting skill, then just progress his skill.

Likewise, your combat heroes should gain experience over time.  I would also like to be able to choose increasing their stats or the skill they had.  Again, fine without adding new skills.