The Categories
Let’s make sensible Categories and organize professions for what they really are:
Athlete : Basketball Player, Pro Cyclist, Biker, Bionic Athlete, Bionic Police Officer, Hockey Player, Baseball Player, Football Player, Golfer, Firefighter, Martial Artist, Blackbelt, Roller Derby Player;
Prepper : Bionic Prepper, Sheltered Survivor, Specops, Survivalist, Bionic Firefighter, Bionic Soldier, Razor Boy/Girl, Bionic Monster, National Guard, Hardened Survivor, Hardened Scavenger;
Craftsman : Tailor, Lab Technician, Beekeper, Handy Man, Commercial Cyborg, Blacksmith;
Laborer : Chef, Home Mechanic, Maid, Medical Resident, Security Guard, Lumberjack, Fast Food Cook, Electrician, Computer Hacker, Volunteer Mutant, Bionic Worker, Mail Carrier, U.C. Salesman, Lawyer, Pizza Delivery Boy/Girl, Farmer, Fisher;
Hunter : Military Recruit, Cop, Bow Hunter, Trapper, Archaeologist;
Rogue : Survivor, Scoundrel, Gangster, Chain Smoker, Crackhead, Hobo, Tweaker, Backpacker, Student, Shower Victim, Balroom Dancer, Bionic Thief, Bionic Patient, Patient, Unwilling Mutant, Bionic Boffin, Bionic Spy, Bionic Assassin, Failed Cyborg, Hitchiker, Clown, Lost Submissive, Senior Citizen, Otaku, Groom/Bride, Punk Rock Girl/Dude, Rude Boy/Girl, Convict, Cyberjunkie, Novice MA, Mall Security;
The above shows there are six main classes in CataDDA. Just like recipes make use of tools, materials and skills, professions also need some skills that belong to certain classes, with the exception of the universal skillset that is suitable to all classes:
Athlete : Swimming, Bashing, Cutting, Throw, Unarmed;
Prepper : Launchers, Shotguns, Submachine Guns;
Craftsman : Construction, Fabrication;
Laborer : Computers, Cooking, Electronics, First Aid, Mechanics, Tailoring;
Hunter : Trapping, Archery, Handguns, Rifles;
Rogue : Bartering, Dodging, Piercing Weapons;
Common : Driving, Speech, Survival, Marksmanship, Melee.
The general idea is to intensify skill learning, or slow it down if the profession belongs to another class and thus favors another skillset. If the Common skillset offers equal advancement pace (“potential”) to all professions’ classes, let’s have another - related skillset - to comply with this rule, so to expand on the Common skillset concept per class:
Athlete favors Prepper class skillset, and vice-versa.
Craftsman favors Laborer class skillset, and vice-versa.
Hunter favors Rogue class skillset, and vice-versa.
When a character chooses his/her profession, he is proficient with the corresponding class skillset. Whenever he/she uses a class skill, the game calculates how much he/she has advanced towards the next rank. The advancement rate should look like this:
110% : Class Skillset;
100% : Common, Related Skillset;
90% : Non-Related Skillsets.
Our character may start with or without valuable skills to his/her survival, but he/she will show more or less potential in skills that do, or don’t, belong to his class skillset. As time passes, the character will strive to become proficient with a broader range of skills.
The Advancement
Months after the catacysm had struck, the fate of our survivor lies solely in his/her hands. Learning new ways to use tools and managing depletable resources render him/her have better chances of survival in the long run. But is our player character really advancing?
Level advancement, besides the primary time factor, depends on the skill development too.
The above is important for gradually speeding up the skill learning process as it takes more time to achieve greater ranks. This way, our survivor is able to make the right choices in order to advance in skill ranks and meet the level requirements.
Let’s create a table of those requirements and bonuses:
#LVL TIME REQ BONUS STAT
2 3m 2CS, 1CS, 2CRS +1CRS +20% HP BASE
3 7m 3CS, 2CS, 3CRS +1CRS +20% HP BASE
4 12m 4CS, 3CS, 4CRS +1CRS +20% HP BASE
5 18m 5CS, 4CS, 5CRS +1CRS +20% HP BASE
6 25m 6CS, 6CS, 6CRS Skillset, Trait 200% Total HP, +1 Stat Point
7 33m 7CS, 6CS, 7CRS +1CRS +20% HP BASE
8 42m 8CS, 7CS, 8CRS +1CRS +20% HP BASE
9 52m 9CS, 8CS, 9CRS +1CRS +20% HP BASE
10 63m 10CS, 9CS, 10CRS +1CRS +20% HP BASE
11 75m 11CS, 10CS, 11CRS +1CRS +20% HP BASE
12 88m 12CS, 12CS, 12CRS Skillset, Trait 300% Total HP, +1 Stat Point
13 102m 13CS, 13CS, 13CRS Class Feat +20% HP BASE
14 117m 14CS, 14CS, 14CRS +10% Resistance +20% HP BASE
15 133m 15CS, 15CS, 15CRS Class Feat +20% HP BASE
16 150m 16CS, 16CS, 16CRS +10% Resistance +20% HP BASE
17 168m 17CS, 17CS, 17CRS Class Feat +20% HP BASE
18 187m 18CS, 18CS, 18CRS Skillset, Trait 400% Total HP, +1 Stat Point
19 207m 19CS, 19CS, 19CRS Class Feat, Resistance +20% HP BASE
20 228m 20CS, 20CS, 20CRS Class Feat, Resistance +20% HP BASE
* TIME in months of play;
* CS is the Class Skill, CRS refers to Class-Related and Common skills;
* Skillset allows another Class skillset choice;
* Trait gives 1/2/3 points to spend on a single trait, given the ability to choose a single negative trait at the time;
* Class Feat gives player the opportunity to choose one class specialization;
* Resistance refers to Elemental Resistance, and the bonus added to the player's choice of element damage type.
The player character qualifies for level advancement if he/she had survived up to 19 years of gameplay. However, level gain doesn’t happen until requirements are fulfilled. Given the assumption that the character has focused on two of his/her class skills, the rank must be equal to the level gained with progress. The same goes for one skill from the Common skillset, altough the secondary Class skill advancement has a -1 advancement treshold.
Improving CRS helps the character advance at a full rate (100%) in the chosen skill; player can choose up to nine skills this way and those are to be considered Common, or Class Related to his class. Choosing a secondary, tertiary and quartiary skillset is a valuable asset; the particular choice introduces a 110% skill advancement rate to another class skillset, which should help in quicker progress in various skills.
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If the devs agree with this system, I’m willing to elaborate on the Feats portion of level advancement and aid in Subclass development, in order to give more flavor to current classes/professions categories.