I'm going to post this here cooper because its based on melee combat, (hope I don't break your posting rules
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Okay so I've been thinking wbout melee combat and how the player 'levels up' or 'strengthens' with the weapons he uses. Now I find it hard to read through every peice of information, but my idea/discussion is based on this text from the devs.
"There are no levels, but there is a more natural progression system based on skills and thaumaturgic powers. There are no classes, but rather countless possible builds with diverse and interesting qualities."
So this natural progression system we have is very vague, and that's what I want to talk about, nothing to do with the magic system, but it could use the same system. From this statement we can tell that over a period of time of fighting, your character will become depending on what you're doing; harder, better, faster, stronger (the that don't kill me can only....) etc...
This is Sui Generis after all, a game which is focused on depth, so I doubt they will flunk up the combat system, but this is the idea I have for levelling up, and the damage you deal on enemies.
Daggers, One Handed Swords, Two Handed Swords, Fails and Shields will all be in different categories regarding your experience, for example fighting with a dagger is not the same as using a Two Handed Sword. Each categories will increase in experience when you use a weapon in that category. When your experience grows in a category it adds to your overall level.
So lets do a little text table to show what I mean,
Overall Level: 1.9
Dagger: 0.3
One Handed: 0.1
Two Handed: 0.1
Flail: 0.3
Shield: 0.1
So we see above that your overall level is 0.9 because the categories that you have been training add up to 0.9, if it added up to 1.0 your overall level would be 2. This is very basic remember and it's only focused on melee, also it could use more than 1 decimal place.
So that's a general view on how levelling up is. So what do you think, do you have any ideas on how we will level up?