cross skill bonouses
Posted: Wed Jul 23, 2014 8:22 pm
one of my pet peeves, is that when i assign a rookie to make first aid kits, they make perfect first aid kits all the time.
The same goes for a lot of other things too.
After all, if you are good at first aid, then you would also know how to really hurt someone in combat....
To add a level of realism to the game, skills should offer bonuses to other activities that are slightly related to the skill.
like science gives a small bonus to laboring, and to hitting with turrets.
first aid should add a critical hit chance, laboring should add speed to combat.
furthermore, skills should also determine crafting to an extent. like a minimum first aid requirement to make med kits at the bench, a laboring requirement for smiting
Not huge bonuses , but small ones. These small bonuses, will also help newer characters as the game gets more features and becomes more difficult.
The same goes for a lot of other things too.
After all, if you are good at first aid, then you would also know how to really hurt someone in combat....
To add a level of realism to the game, skills should offer bonuses to other activities that are slightly related to the skill.
like science gives a small bonus to laboring, and to hitting with turrets.
first aid should add a critical hit chance, laboring should add speed to combat.
furthermore, skills should also determine crafting to an extent. like a minimum first aid requirement to make med kits at the bench, a laboring requirement for smiting
Not huge bonuses , but small ones. These small bonuses, will also help newer characters as the game gets more features and becomes more difficult.