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Progression system; New stats system.
Topic Started: Aug 29 2011, 12:02 PM (241 Views)
streagar
Advanced Member
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I was thinking, (a dangerous and rare thing, but humor me). With the new Stats system in place, that we could implement a new progression system in egypt. For example, In my opinion the progression from laborer --> Peasant is far too quick and meaningless.

Therefore i suggest we make it so the laborer must increase the skill of his chosen discipline to a level we deem necessary and appropriate to the ranking. This will help add meaning to the change of title, ensure that they are actually contributing to the nation, and make Rp better.

The same can be done with the military.

I hope this made sense. Thoughts welcome :D
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Roman_Roots
Guru
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good idea
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JabbaDHutt
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Advanced Member
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I agree.
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Composed
Advanced Member
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Sounds reasonable... would have to make some exceptions with that though, ie, I don't think Engineers directly utilize any skills, mcmmo-wise. Most others would be easy to align though, methinks.
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streagar
Advanced Member
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Ah thats a good point i didnt think of that. maybe they can raise some attributes skills, no idea what they could be. But yea exceptions would be made :D
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TrompeOeil
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Ghost
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Make a draft of your idea, right now you're just flinging thoughts around guys.
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Composed
Advanced Member
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Anyone have a full list of jobs? I can take a swing at figuring out some values.
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streagar
Advanced Member
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Ok so the skills listed are:

-Gathering Skills-
*Mining
*Woodcutting
*Herbalism
*Excavation

-Fighting Skills-
*Unarmed
*Archery
*Swords
*Axes
*Taming

-Other Skills-
Repair
Acrobatics

Info from http://mcmmo.wikia.com/wiki/Category:Skills
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Composed
Advanced Member
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Looked through the topics and didn't see a job list... anyone have any idea past the ones I listed? :/
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Composed
Advanced Member
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Well, since no one's going to say outright what the jobs are, I suppose I'll just toss out some values for the ones I know (input from the people who actually do these jobs would be helpful in deciding the fairness)


For a Miner: 50 skill in mining, 25 in excavation

For a Smith: 30 skill in repair, 25 in mining (Self-sufficient in getting materials to increase repair, to include mining req.)

For a Woodsman: 30 skill in woodcutting


For Architect, Engineer, and Tailor, there aren't really any skills that I could think of that would really make sense to require. Maybe make it more of a system of you having to prove that you know enough to take up that profession? (Past build proof for architect, RS work for Engineers... nothing for Tailors, still)

I'll leave the solider requirements to the generals and whoever else would be directing that side of things.
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streagar
Advanced Member
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I think making requirement for all the jobs as mentioned earlier would be tough, perhaps more along the lines of :

From Laborer to peasant 20 in mining and woodcutting.

Heads of the more specified areas like the smith and carpentry can then ask for those wishing to join to have a certain level and then raise it to say 40 / 50. Or have a set increase each day. (Could potentially make people more active if they have to increase everyday to advance in ranks.)

As general I will be implementing the rule accordingly to the desired profession:
Warrior - Sword / axe = 40
Archer - bow / taming (maybe) = 25 (can be hard and will require a lot of arrows)
Scout - Sword / axe / bow / taming (reduced in comparison to the warrior and archer as multiple disciplines must be learned, as well as being a stealthy person) = 20 in each

Naturally there won't be a requirement to join, but to move from recruit --> chosen profession will require stats raise.

As for acrobatics...if you wish to throw yourself off a cliff several hundred times be my guest but it wont be a necessity.
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TrompeOeil
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Ghost
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Job list is one of the stickied posts above.
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