Hey! Perhaps this should go into another forum section, or on git, since I have already started working on this, and I’m not planning on stopping, unless something happens.
It’s a relatively simple system based on my observations about few core issues with the way things are currently, and since I can’t think of a better way to format and phrase them, here’s a list:
[ul][li]Skill rust from 0% of a level to 99% of the previous can be extremely infuriating, and cause inability to learn new recipes, and otherwise is a huge management pain[/li]
[li]Hard caps on learning skills by performing actions are IMO a bit too steep, but on the other hand, removing them would make the system too easy to exploit[/li]
[li]Mechanics and construction are currently trainable ad-infinitum, and new extensions to the skill system will probably introduce their own, new, inconsistencies.[/li]
[li]Skillbooks are currently a way to exchange time for skills and recipes “for free”[/li]
[li]Investing character creation points into skills at the beginning is a huge loss, and you want professions with skills only if the skills come cheaply/by the way.[/li][/ul]
The basis of my system is splitting the skill levels into two values - a practice component and a theory component. Both reading books and skill rust will only affect the theory component, and performing practice actions will vary in behavior depending on the relative theory/practice level. If your theory level is above your practice level(reading books), your practical skill will improve rapidly, but at the same time, non-solidified theory component will rust fast. When they’re equal(normal training), both your practical and theoretical skill will improve, but only if the tasks you perform are at or above your current skill level. When your theory is below your practice(skill rust), you take hits to probability of success, and further training initially goes only into theory, to bridge the gap.
Additionally, I want to soften hard caps, e.g. inability to train your cooking above 1 by cooking chunks of meat will transform into a much, much slower progress, probably exponentially slower, I’m just not sure what base(1 / base^level_difference) should be. Probably just 2 or so, since higher skill levels already require more XP to progress, anyway. That will penalize lower level action much heavier than higher-level ones, though, which I’m personally okay with. This at the same time includes adding more caps - particularly the mechanics trainable with no restriction. I will probably add a chance to fail installation, or even damage/destroy components, to it. In general, I want to expand the recipe system to include construction and vehicle construction tasks, as well as be capable of accommodating more different things that need to be learned. Another recipe-related change that I’m considering is making recipes forgettable, if you never practiced them.
I also considered practice actions that primarily consume time, as once suggested by Kevin, rather than materials, to improve your skill, but in the end I decided against it - I want to make grinding less necessary and less viable/more interesting, rather than change the way it is enabled. Now, you will be able to attempt crafting anything, so long you have the ingredients, tools, a book handy, and practical skill that is not extremely far below the required level.
Last change that I believe needs mentioning, is that I want to add a skill gain multiplier based on points invested in a skill at character creation time, probably a flat 5/7.5/10% per an increase, as to offset the current meaninglessness of investing anything more than one point into melee to increase your early odds of survival. I also considered “taking away” points, to decrease the speed at which you learn a skill by a huge(20-25%?) value, but as of the moment, that’s meaningless due to only needing one melee subskill, and not needing NPC-related ones at all usually.
Either way, I’m already working on implementing this, and unless it turns out to not play good, I’m not dropping it, even if it doesn’t end up being merged. I guess I should make it optional, actually, rather than replace the old system. Well, anyway, feedback and ideas are welcome!