On Wed, 30 Aug 2006 00:02:51 -0700, Mark Wedel wrote: > Alex Schultz wrote: >>> An idea I think might be worth experimenting with is cutting the >>> contribution that *ALL* skills make to general score. If you have more >>> characters running around with level ~10 and their primary skill(s) at ~20 >>> that would encourage them to get good at one skill, and therefore to >>> interact with other players. > > Otherwise, all it seems you are doing is reducing exp gain - if I get 500 > exp > for literacy vs 500 exp for 1 handed weapons, how does that affect what gets > contributed to overall score/exp?
Your reply applies more to Alex' message than mine :-) The idea of cutting contribution (which is already supported by the skill system -- I believe there are already some skills that contribute less than 100% exp) is to encourage characters to have a few skills at levels much higher than their overall level. As in my example above, level ~10 character with one or three skills at ~20. Of course that ties in closely with the exp_table... with an exponential table, even a skill that contributes a very small portion can't be on a level much higher than the overall, or it will begin pulling it up. best, Lalo Martins -- So many of our dreams at first seem impossible, then they seem improbable, and then, when we summon the will, they soon become inevitable. -- personal: http://www.laranja.org/ technical: http://lalo.revisioncontrol.net/ GNU: never give up freedom http://www.gnu.org/ _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire