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Proposal: Low level player skills  XML
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TheDruidXpawX

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So here's what I'm thinking about:

Below level 21:
All classes get ghost level 2
All classes get +3 levels of health regen.

WM:
Gets 2 levels of Vampire.

AM:
Gets 2 levels Adrenaline regen.

HM:
Gets +2 level health regen.


Level 21 through level 40:
All classes get ghost level 1
All classes get level 2 health regen.

WM:
Gets 1 level of Vampire.

AM:
Gets 1 level Adrenaline regen.

HM:
Gets +2 level health regen.

Of course, they'll have to choose a class before they get the bonus.

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Szlat

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Could just make all players under level 40 invulnerable for (50-level) seconds at the start of each wave?

So a new level 5 player will get at least 45 seconds out of each wave.

This way keeps it nice and simple.

(If not invulnerable, then let them have a high DR to let them last longer. But this might be more difficult to maintain through levelling)
BotFodder

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Whereas I'll admit they can use help, I'd also suggest that it'd be desirable to avoid giving them a crutch that they might get used to.

Can you give them a different set of lives per wave? Not so much like ghost (although I guess that's an option), but more like a full blown "respawn"? Perhaps with some denial?

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TheDruidXpawX

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Has anyone taken a crack at looking at this or coding it up? Does anyone want to?

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BotFodder

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I'll poke a finger at this this weekend and see how easy some of this might be to work out.

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BotFodder

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TheDruidXpawX wrote:
So here's what I'm thinking about:

Below level 20:
All classes get ghost. 

So far my brain is thinking that the easiest way to accomplish this is to rewrite/extend (as we have been thinking of doing anyway) UT2004RPG.RPGRules.PreventDeath. Basically, if death isn't prevented yet, then we could set up a direct call to Ghost with a fudged level (depending on what level of ghost we'd want them to have - I was thinking 2).

TheDruidXpawX wrote:
All classes get level 3 health regen.

WM:
Gets 2 levels of Vampire.

AM:
Gets 2 levels Adrenaline regen.

HM:
Gets +2 level health regen.


Level 20 to Level level 40:
All classes get level 2 health regen.

WM:
Gets 1 level of Vampire.

AM:
Gets 1 level Adrenaline regen.

HM:
Gets +1 level health regen.

Of course, they'll have to choose a class before they get the bonus.
 

We'd have to rewrite/extend UT2004RPG.RPGRules.NetDamage (which is huge, and is where Ability.HandleDamage is called from) and UT2004RPG.RPGRules.ModifyPawn to "fudge levels" for most skills, as well as extend the skills themselves to get things working properly, I think, unless we somehow get newbies entries in their Ability arrays with level "0", then all we'd have to do is extend the abilities themselves and not so much RPGRules. Personally I think it'd be easier to just extend RPGRules, tweaking the functions that we'd like to tweak.

You already extend Regen - but we'd have to further extend it by adding a rewritten ModifyPawn to yours. We'd have to extend UT2004RPG.AbilityAdrenalineRegen.

Basically, I don't see how this would be "quick", and it may not be "easy". I'm willing to take it on, but I'd also guess it would take me a couple of weeks to get everything working like I'd like. There's a lot of things that I'd want to tweak while I was doing it. Some of the issues I see me coming across involve wanting to extend the core UT2004RPG.RPGAbility class, but then having to redo a lot of Mysterial's Ability classes that we extend, so that the Abilities were based off of DruidRPGAbility rather than Mysterial's original class.

Before I get started on this though, I'm going to look at what it would take to do the other suggestions ...

BTW: I haven't done the math, but just in case someone bought a level of these skills within the range, would you want it to be additive or absolute?

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Llachior

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How 'bout just giving newbies 'X' number of points to allocate to the skills/abilites they wish right off the bat?

or

Allocate good starting skills/abilities for them such as health, sheilds, stuff that will keep them alive longer.

or

Purchase good newbie skills/abilities for them (as they may not know what to buy since they're newbies) on credit. And make them play their way out of the negative points credit to then go their own way with skills/abilities once they're more familiar with the RPG and can make informed decisions on their own.

Just a thought.
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BotFodder

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The second and third ones kind of lock them in for a while since they wouldn't be able to purchase a class until they got out of debt. And they wouldn't be able to buy certain skills right off the bat, either.

IE, a Medic will usually spend his starting points on LMed 3, maybe some ExpHealing, but not usually a stat - or a stat as a third choice.

Not only that, but then the first several levels would become nothing more than an XP grind.

I'm assuming with the first suggestion you're looking at something more than the 28 they start with. Thing is, all existing players are going to want those extra points now, too.

As for ease of implementation, the first one is the easiest I think.

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Szlat

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All the damage calculations go through RPGRules NetDamage.
It works out the monster level, does the DR/DB adjustment, applies any special RPGWeapon damage, then calls HandleDamage for each ability of the attacker and the Injured.

How about just giving everyone a new ability AdjustLevelDamage. In its HandleDamage function it can reduce the damage done against low level players, and increase the damage they do. It could automatically set a killing blow to leave them 1 health left, similar to the protection weapon. It could give low levels an amount of health and adrenaline vampire if we wanted.

Then you don't have to modify huge amounts of code - it's all in one ability. Probably about one hour's work.
EDIT:Assuming you can find out what level the player is.
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Well, that *is* an easy alternative ... but something about it is ugly. I just don't like the idea of automatically obviously giving someone a skill (not to mention that I haven't figured out how you'd go about that). It's also a bit counterintuitive - this "skill" that you have gets worse as you go higher in level? Mind you, I have some reservations about boosting newbies at all - for basically the same reason. I haven't figure out how to do lives easily, or implement any kind of "High DR/Invulnerability" option without also extending RPGRules.

Not that extending RPGRules is bad - we've talked about it before ...

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Moof

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Idea for implementation: Give an inventory item as part of the three (soon four) classes. In there, you can assign the abilities as you'd like.

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Szlat

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BotFodder wrote:
... I just don't like the idea of automatically obviously giving someone a skill (not to mention that I haven't figured out how you'd go about that).... 

Moof wrote:
Give an inventory item as part of the three (soon four) classes. In there, you can assign the abilities as you'd like. 

Rather than adding a new ability, you could put the HandleDamage function in the RPGClass.uc file. Have the effectiveness of vampire, protection, leech, extra damage etc controlled by variables in defaultproperties.

Then, for each Class, you can have a different set of defaultproperties - so ClassWeaponsMasters get more vampire and less leech etc.

(By the way, you can get the players level from the RPGStatsInv object in the inventory. )
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Moof wrote:
Idea for implementation: Give an inventory item as part of the three (soon four) classes. In there, you can assign the abilities as you'd like. 

Now *that's* a plan. Mostly. I foresee potential bugs though with regen, as it involves an object that is placed on the player (like a marker) that looks for itself, destroys itself if it exists, and spawns a new one ... so if we wanted it to be additive, it'd be a bit dicey.

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Szlat

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It's more difficult doing damage reduction, vampire, or ghost etc from an inventory item, as inventory items are not checked in NetDamage.
It has to be the RPGWeapon or an ability.
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Yeah I know about that - we'd be all set if we used additions to the Class classes for everything except Regen.

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