SKILL SYSTEM AND CLASSES
CLASSES: Recycle classes, making bonuses from them more unique and significant, if necessary, introduce new ones. For more interaction of different class players. Each class will be given a unique perk, as well as a bonus for leveling skills in accordance with the class branch. For example: From the start, the Military class will receive a unique perk * (or several perks) - “two-handed shooting”, which will allow a player with this class to shoot with a two-handed weapon. Also, the class will receive a percentage bonus for pumping abilities in its branch.
SKILL SYSTEM: some abilities will be pumped according to the “do it more often, you become better” system, thus, the Dexterity skill present in the game will be pumped with more reloads of weapon. Also, this aspect can be determined by special animation. The first reload, if you are not “Military” will be extremely inept and slow, but with each subsequent character will learn faster. The system will look very roughly like this:
Each reload gives the player 5 points to the Dexterity skill, 100 points are required to pump the skill, after receiving Dexterity 2 the recharge speed will increase by 10%, and the received points by 1. Now we will demonstrate how it will look on the example of the Military class ". The base 5 points will be increased by the percentage that will be given from the class, for example, by 50%, a player with the “Military” class will receive 7.5 points, which will double the level of this skill. You should also do a negative bonus for some skills in different classes, let’s also say 50%. For example: for the Military class, this skill will be Cooking and Crafting, where it will have a negative leveling coefficient. Also, as part of the skill “Dexterity” should be divided into types of weapons. That is, pumping will depend on the type of weapon: pistols, shotguns, heavy weapons, etc. (Subsequently, the odds can be changed according to the balance of the game)