Something of a more complex system to code is reworking the skill; Rather than have a number define a character’s skill, have a system of “Ideals, Furnishes, and Specifications”*. Having its own UI, with tabs on each skill. a brief example of the skill, your knowledge of the skill, and maybe what you need to learn to progress in that skill. Ideals would function as the basis for furnishes, such as "Basics of Fabrication (Ideal) = Basics of weapon fabrication (Furnishing) = Large Bladesmithing and sharpening (Specification) to learn more about how to craft cutting weapons))
Fabrication (Novice) | Mechanics (Experienced) | -First Aid (Mastered) SELECTED- | Etc. (Etc.)
I know everything there is to learn about First Aid; I shouldn't need to study anymore
Proper wound treatment ( +5% to wound treatments) - Basic wound Treatment - Basics to First Aid (Mastered) - Limb Repairation
(Allows crafting of bandages, etc.) | (Allows Crafting of Splints)
Recreational Use - Drug Fabrication (Mastered) - Medical Use
(Allows crafting of Methamphetamine, etc.) (Allows crafting of Tramadol, etc.)
Nanobots - New Era Medication (Mastered)
(Allows crafting of Rx Serum^1)
If you haven’t researched the specific ideal that would lead to the furnishings, then it would show up grayed out, while if you have no books that mention the specific Ideal, Furnishing, or Specification, then it would result in ???. Books would also have to be remade, rather than a book letting you level to a certain number, a book would focus on an Ideal, Furnishing, or Specification (Or multiples of the three, such as a book called: Your First Guide to First Aid (which let you develop the “Basics to First Aid” and maybe “Basic Wound Treatments” ideals)).
This would also rework professions too, as some would already add Ideals, the MD obviously wouldn’t be a novice or below as an example.
NPC’s would also have to have reworking, maybe once your character gets to know them more, your character can ask about what they were before the Cataclysm, and then asking them about what they had learned during that (as an alternative to asking them to teach the player a skill.), with some professions not teaching you anything such as survivor, otaku, etc. (More to be editted)
P.S. This is a very basic idea, meaning it’s very malleable in design, and don’t let my example, design, descriptions, and things like (Mastered, Experienced, Novice) bottleneck your ideas (trying to format something in text like that took me almost an hour and a half to complete, and looks very incomplete, but I want to at least show a basic design of it.), as there is always room. Also I want the design to be more like a tree’s top, where you have the basic Ideal in the start, but it slowly branches out from there, also helping with the ideals of more combat, speech, and electronic orientated skills would be good, as I’m having trouble with figuring out what somethings could be for that.
P.S.S. Also descriptions could be different to add a little character, like: “A Rifle only feel at home in my hands ( Rifles: Mastered)”, “I feel comfortable wielding most blades (Cutting: Experienced)”, and “I should have studied Mechanics more in school (Mechanics: Novice)”
- Not final name, pretty awkward to say, also I’m going to be editing more to this, but I’m going to post it to get some feedback and to test to see how it looks.
- I forgot the name of that rare (nanomachine?) serum
Anyways tl;dr : add an in-depth research tree instead of skill numbers…