Here’s my take on what the skill system/professions as well as a Permanent character and new mechanics for Unturned II should look like, there’s a short and crisp TL;DR at the end for the lazy.
1 . Permanent character system:
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This system follows the groundwork of permadeath as seen in many roguelikes. Players will have to create a unique character before joining a server which has this option enabled.
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The character will be unique in the sense that:
a) Players can customize their looks-hair,skin tone,gender etc.
b) Players can customize their skills, which will be covered in depth in the next section. -
If the Player dies in the server, his Character associated with that server will die too, losing:
a) All skillpoints
b) All Reputation
c) All questlines, etc.
Additionally, there needs to be a proper death mechanic in the game too to go with this:
2 . Death mechanics:
- Respawn time for death by TURNED:
- Formula:
60+ 14*lifespan
seconds. (lifespan is in hours.) - Example: If a character was alive for 5 hours before dying to a Turned, he’d have a respawn timer (before being allowed to make a new character and play on the server again) of 60+70 = 110 seconds.
- Respawn time for death by PLAYER:
- Formula:
60+ 21*lifespan
seconds. (lifespan is in hours.) - Example: If a character was alive for 5 hours before dying to a Player, he’d have a respawn timer (before being allowed to make a new character and play on the server again) of 60+105 = 165 seconds.
- Respawn time for death by ENVIRONMENT/MISC:
- Formula:
60+ 7*lifespan
seconds. (lifespan is in hours.) - Example: If a character was alive for 5 hours before dying to the environment, hunger/thirst or any other miscellaneous death source(animals included), he’d have a respawn timer (before being allowed to make a new character and play on the server again) of 60+35 = 95 seconds.
NOTE: Having a base (as in an equivalent of the bedroll in unturned 3.0) set up will reduce all respawn times by 20% or 25 seconds, whichever value is greater. And also grant the option of respawning at base instead of the wild.
side note: respawn time with bed for death by player, when victim was alive for 24 hours = 564-113 seconds = 451 seconds. Thus bed is almost a necessity when a Player decides to settle down and run a base, like it should be.
Q. Why should there be the permanent character system?
- Immersion
- Amazingly vast scope for roleplayability.
- Adds the complexity needed in the character and death mechanics, which it was current lacking.
- It is a very flexible system, with a LOT of room for modding, future updates, creative skillsets, etc.
Q. Why should there be the death system you’re proposing?
- Tackles the problem of unbalance between people with a strong base
- The longer someone is alive, the more they are penalized for it
- Actually gives people raiding a base more time and space, especially those of big bandits who’ve been alive for a long time
- The longer a player plays, the less aggressive and risk taking they’d become due to their high respawn times, thus significantly reducing fights and encouraging more survival which is what the game needs.
3 . Skill system:
- Skill system and Permanent character are complimentary to each other.
Without going in depth into each of the professions, just to give y’all an idea of what it should be like I’ll be taking 3 professions into consideration, namely: Lumberjack, Police Officer, Doctor.
- Each profession has 1 inbuilt trait and the rest are handpicked by the player:
- Lumberjack: Chop trees 25% faster (trees are chopped 25% faster)
- Police Officer: Gun handling increased by 15% (crosshair radius becomes 15% smaller)
- Doctor: Medical proficiency increased by 30% (heals 30% more)
Now, the interesting bit:
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When making a character, first step is to select a profession, then the next step is to ‘build’ your character using available skill points.
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When building a character, every player starts with 4 skill points.
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Selecting a good trait will take away skill points.
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Selecting a bad trait will grant skill points.
Some examples for good traits:
- Format:
#.(Name): (Benefit) --- [Skillpts required]
1) Hoarder: +10% inventory capacity — [3]
2) Athletic: +10% movement speed, +15% running speed — [3]
3) Warm blooded: +20% resistance to cold — [2]
4) Brute force: +25% melee damage — [4]
5) Deep sleeper: -30% respawn time reduction — [5]
Some examples for bad traits:
- Format :
#.(Name): (Handicap) --- [Skillpts granted]
1) Panicked: -10% accuracy — [1]
2) Frail: +15% damage taken — [2]
3) Munchies: Hunger increases 20% faster [3]
3) Deaf: No sounds — [7]
4) Blind: No vision — [10]
Q. Why?
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Creates more diversity both in terms of uniqueness of each individual player as well as experience/gameplay
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Amazingly huge scope for roleplayability
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Way more immersion
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Players get to be ‘strong’… but at a cost, thus balancing it out.
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Better than the legacy system of being able to level up all skills with, a small discount on the skills related to your profession
Q. Will this work?
Yes!! This system is used in Project Zomboid and that game does an amazing job with it, it’s a brilliant system to check balance and make sure everyone is on the same level.
TL;DR
- Permanent character death similar to that seen in roguelikes
- Respawn time varies depending on:
a) Lifespan
b) Source of death - Skill system works in a way that players first select a profession with a single skill. Then they ‘build’ their character by selecting good traits and bad traits, starting with 4 skill points…
a) Good traits take up skill points.
b) Bad traits grant skill points.
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With that said, I conclude my post. Thank you everyone for reading this far, feedback in the comments would be very much appreciated <3