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Combat proficiencies seems like an interesting concept, could this be a replacement / enhancement to the existing martial arts feature? Rather than learning a martial art all in one go and then having set abilities unlocked at a given skill level, characters could gain proficiency in specific individual tactics and techniques through training and practice. This would theoretically open the door to being able to organically combine techniques from multiple arts. I suppose that for balance and plausibility's sake there would need to be a way of making certain arts restricted which could be done by having some techniques require a particular stance, similar to how the current system works. |
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For Foraging I think it wold make more sense if you can harvest everything, but without the right proficiencies you get an unknown herb. This would probably need some C++ changes to implement, but could also be made into a more generic "Identification system". Basically there would be a dummy items for each real item, with the same name per category (Unknown herb, Unknown fruit, Unknown berry, etc). You auto identify things if you have/get the right proficiency, or you can get an NPC to identify for you. Different fake items would not stack together (I think), but I'm not sure how big a problem that is. |
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I'm not sure whether I should post these links here but there has been some discussion of proficiencies for vehicle use here: #49018 and mentioned by core developer @mlangsdorf here: https://discourse.cataclysmdda.org/t/helicopters-how-to/23168/18 |
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I really wish there was a high end cap or at least diminishing returns on the failure rate and time increase. |
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Archery currently weakens a character ludicrously quickly. This sucks since bows are now pretty usable however ending up wearied after a half-dozen shots is pretty rough. I like the idea of the proficiencies decreasing weariness drain by a lot since I've used bows a lot IRL and they aren't really that tiring unless you're totally out of shape and don't know what you're doing.. Another idea is that when firing a bow you could screw up badly enough to hurt yourself - that's why they make finger and arm guards for archers, the string slapping your inner forearm can be pretty painful, and you can also hurt your fingertips and get busted blood vessels in your fingers by pulling on a bow with a high pull strength, without building up calluses and learning to hold it.. This would also potentially allow a new weapon mod "mechanical bow release" which is a little handle with a trigger and hook, that a person loops around the string to keep from having to use their bare hands - and any bow could use that kind of mod. https://www.youtube.com/watch?v=6-p5eZhis2c Food failures tasting bad is a good idea, although probably it ought to reduce the nutrition by a random amount (possibly even making it inedible if it's bad enough of a failure) and use up extra resources, or something similar. I've made some pretty bad stuff cooking IRL before, and usually it's edible but sometimes I mix up Tbsp and Tsp measures or burn something too badly, and it's just not consumable by anything but my dog. I can see being desperate and eating it anyway since we can force a character to eat raw organ meat, rotten corpses and other rotten foods etc. at a reduction in nutrition and happiness, or making the character ill or dehydrated etc. |
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This is a master thread for future development of proficiencies, where people can weigh in with discussion and ideas as well as link to specific issues.
I will split discussion areas by the various things that require proficiency support, and might need further code for it.
Food Handling
Fail states
The first barrier I have found for cooking proficiencies is that crafting is mainly all-or-nothing. Lacking proficiency in most cooking related skills doesn't add all that much to prep time, or all that much to failure rate in terms of not being able to eat the product. Instead it makes it likely that what you'll make at the end won't taste good.
The best solution here would be to add item quality levels in some form, but that's an enormous undertaking.
Another more feasible option might be to add a tag
[yucky]
, similar to[mushy]
, which preserves nutritional data but overrides Fun. I think that's probably more achievable. This behaviour should be specified in the recipe somewhere, so that things that can't really be made yucky can't get it (boiled water eg).[dry]
might be another option, reducing enjoyability and quench.Substitutions and tricky ingredients
Another barrier I've run into is that we allow all kinds of wacky substitutions with complex foraged ingredients. Really these should make it harder to prepare a recipe, but short of adding new recipes we currently don't have support for that.
One possibly slick way to do this, although a problem on the UX end, would be to add the ability to specify a proficiency associated with certain ingredients in the
requirements
block. On the JSON end this might look like this:In this model the original
components
syntax is preserved but things that would be harder to use can be then given a proficiency block. It would be hard to represent this in the UX, but perhaps we could do it by marking those ingredients with a*
and footnoting*: These ingredients are a difficult substitution
. Later on, when I changefail_multiplier
toskill_penalty
we could potentially have the ingredients list say something likewild herbs (-1)*
and the footnote read*: You are missing proficiencies for these ingredients and will have the listed penalty to your cooking skill
.Another similar option here would be to specify the proficiency in the item definition of the ingredient, so eg. wild herbs would always require a forager cooking proficiency. This has the advantage of possibly being useful for tools with item qualities but the disadvantage of not recognizing that something like soy sauce is sometimes a totally appropriate seasoning, and sometimes a substitution.
If doable, this would allow a lot of other stuff outside cooking, and would generally be a big boon to improving the quality and feel of scavenging and repurposing stuff.
Butchery/Tanning
As these use activation rather than recipes, a bit of C++ support is required to add them. It should not be difficult based on my experience implementing it for Devices.
I'm open to feedback on how to build a butchery proficiency tree. I don't know enough about it to suggest a good one but perhaps something like:
Combat/Weapons
More to come here. Proficiencies should be able to adjust your rate of stamina loss, reduce strength requirements for weapons, and affect your movement through particular terrains, for example.
Archery
Archery has some of the clearest proficiency related benefits. To implement these best we would want to have better modelling of muscle fatigue.
Athletics
Athletics proficiencies should add movement modes or reduce their difficulty, or replicate some things currently represented by traits.
Parkour
This trait should be nerfed and made into a couple proficiencies.
Climbing
This is a full issue into itself, but basically we need to add an athletics check to climbing things like walls and trees, with fail states of "takes longer and costs more stamina" or "you fall and get hurt". Then we can add some climbing proficiencies:
Survival
Foraging
There are several parts of survival that need proficiency, but one that merits some thought is foraging. In specific, foraging is something that one can't necessarily learn by trial-and-error in the timespans we're talking about in play.
I suggest we split foraging into two basic categories: things that can kill you or make you sick if you mess up, and things that can't. The more dangerous things should be in proficiencies that cannot be learned without assistance.
can_learn = false
proficiency if you have a reference book, or add acan_learn_book = true
parameter.Suggested foraging proficiencies:
can_learn = true
.can_learn = false
. Without this proficiency, harvesting should not be an option, at least until we can have accidental poisoning.can_learn = false
. Without this proficiency, harvesting should not be an option.can_learn = true
. Skill improves yield and adds a time bonus.can_learn = false
, having this would enable mushroom harvesting, perhaps from underbrush. We'd have to add mushrooms. We may wish a 'common' and 'difficult' option with this as well, enabling fancier mushrooms if you know how to get them.Beta Was this translation helpful? Give feedback.
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