• Guest, we are doing a new map (refresh) for Herocraft. Gather your friends and get ready! Coming next Friday, 06/28/24 @ 7PM CT play.hc.to
    Read up on the guides and new systems! Here.
    View the LIVE Map here @ hc.to/map
    Stuck or have a problem? use "/pe create" to to open a ticket with staff (There are some known issues and other hotfixes we will be pushing asap)
  • Guest, Make sure to use our LAUNCHER! Read more here!

Heroes: Methodically-Nonstandard Skill Acquisition

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
You get skills for doing weird stuff.

Say you're a Lv.22 Mime (Mimes being 100% hypothetical, of course). You can learn lots of different skills. But you can't learn anything by leveling. To get the Explosion skill (still hypothetical), you need to defeat 20 Creepers with your bare hands. To learn Jump you need to off a Dragoon while holding a wooden shovel. To get Bolt, die of a lightning strike. To get the ability to use shears, kill 50 unshorn sheep with them first. If you want to place pistons make 2 stacks of pistons and 32 sticky ones. Et cetera et cetera.

Of course, this isn't actually about the Mime (but as I think about it, I could totally make it about the Mime! lol). It's about adding the ability to unlock skills and perhaps other parameters set by Heroes (attack strength, variables in skills [Lv.3 Fireball?] armor, tools, MP, HP) by other methods than just going ding 50 times. So specific ways of killing, dying, crafting, breaking or placing blocks, could all play into a character's growth. Even if it's minimized in Herocraft itself, having the support would make the mod at least x1.2 better and put a dent in "grinding :(" talk to boot.

It could lead to class-specific goals or gimmicks- A Bodybuilder class gets HP and melee damage upgraded from eating meat and punching mobs, Samurai gain a finisher-type skill for beating others of their class with melee attacks, a Knight could earn better weapons by using and crafting his own lower-quality ones, a Mage's last resort attack loses power with each use and has to be built up again by killing mobs. Could go on. Won't.
 

7thKnight

Legacy Supporter 7
Joined
Jan 14, 2011
Location
Vancouver, Canada
Oooooh. I like the idea of something losing power(particularly the mage one). Maybe work the other way and have megabolt by a couple stage spell. such as use "Charge" as a short buff and during that buff you can cast Megabolt. While "Charge" is in effect maybe have like, slow moving speed or a self-imposed root while it's effective. This could then relate to other caster skills as well. Add damage and maybe even add range to it :eek:

ANYWAYS. Back on topic. I love the idea of classes having a leveling gimmick. Some ideas could be like a necromancer grows power by killing zombies/skeletons or having to use a skill to "capture" one and then release it later. Or maybe Dragoons being able to jump higher if they aren't wearing any armor.

OK, so. I was going to continue down this line but I don't feel like starting a thread about this. Could damage from a weapon be related to remaining durability on a weapon? This would be really cool. Just saying. Or make some skills drain durability faster from a weapon. Maybe even have a "desperate strike" kinda hit from when a weapon uses its last hit.
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
Originally, I just thought "getting skills from mobs like a Blue Mage would be cool". Then "getting skills from anything", and now my line of thinking is moving into "gaining or losing or tweaking skills, or tweaking stats/equipment". I guess it's a little messy, but I think this sort of framework would really enhance the possibilities of Heroes.
 

Sleaker

Retired Staff
Joined
Jul 24, 2011
Location
Portland, Oregon
We don't currently have plans to add skills as rewards for anything as it requires a good deal of coding to implement and we're getting geared to adjust to 1.0. I also don't think @Kainzo wanted to take this approach to leveling (he seemed attached to the current system quite well).
We may in the future allow limited special skills to be attained in alternative methods, but as far as fully redoing how a hero gains their class skills, that's probably not going to happen.
 

Dazureus

Legacy Supporter 4
Joined
Jan 14, 2011
Location
Texas
Well, I don't really expect Herocraft to get overhauled in this way, but one or two unorthodox skills and a gimmick with attack strength for a handful of classes would be more than enough, and the ability for other people to do everything this way would make the plugin itself more all-encompassing as an RPG class system. I also understand it would be lots of work, but not once did I say that I wanted it now. ;) I just want to see what people have to say about this.
 
Top