Skills

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Contents




Skill Overview

General

Tatsumaki: Land at War's skill system differs quite a bit from all other MMORPG's on the market. Instead of having a character sheet, with a list of your skills and how skilled your character is at them, you will have a list of what skills you have taken classes for - and a "log" of each of those classes (The lesson plan, questions asked, and notes you took).
We hope this will enforce community interaction, while keeping an open system - no one person will be forced to take classes, in fact - if you have enough time, and experiment enough - you will be able to find both things taught in classes, as well as things not taught in classes; this alone will spawn new schools - both public, and private - thus expanding upon the world and the community.
There will, in a way - be a list of your character's Physical Attributes; however - we differ from the crowd in that these won't be listed as numbers, but rather a graph - and these stats will not be unrealistic, but rather - more closely tied into real life.
An example can be seen to the right; keep in mind we have yet to decide on the exact attributes, as well as how much affect they will have on gameplay.

Attribute Chart


Trade Skils

Tatsumaki: Land at War will feature an unique, and advanced skill system never before seen in any MMORPG; rather than having predefined "combines" that users must find, we will allow "mix and matching".
Each material has a set property list, that when combined with other materials - will have a certain affect; lets take alchemy for instance, if you apply a material thats very volatile, with something that reacts with water - you'll have a bomb that will go off with water.
Obviously the properties will be a bit more advanced than that, but it will work on that basic principal.

We are currently unsure how the more advanced trade skills will work, but we are sure of one thing: There will not be any predefined "Combines", as it takes the fun out of making new items.



Learning Skills (Combat: Teaching)

If you own a Dojo (Whether it be family or public), you can teach a class. The system to teach will be quite simple and much like real life: Your dojo will have sparring dummies, an area for students to practice on each other, and an area up front with a “black board”. You, as the teacher, will be allowed to go up front and “Write” (Type) on the black board. This will obviously be shown to everyone, even if you leave, until you erase it. The best method to teach a class would be to explain everything in-depth through normal chat, and then of course: write out the basic flow of things onto the blackboard (Kick + punch + left + kick = flying round house). You can commence class, simply by stating “Start”; this, of course, relies on the maturity, respect, and intelligence of your audience/students.
We realize the requirements of this kind of system, and your presence is purely optional, as there will be several pre-defined NPCs readily available for your use.



Learning Skills (Combat: Students)

To learn a special move, you simply go to a dojo and learn the key combination. While this isn’t a requirement (You can experiment), the sheer number of possible combinations - makes it impossible to truly master an art without going to at least one dojo.


Dojos’ will be a great learning place, as you will not only have other players waiting to learn and practice the same moves - but you will be able to practice on “dolls”, and access an achieve (Dependant on the teacher: The teacher must write out all of the moves they have taught; and if it’s a family dojo: The teacher must write out the family’s special moves).



Learning Skills (General: Teaching)

Initially all skills will be taught by players (GM's in beta), after players have amassed enough of a fortune they will be able to hire NPCs, and teach the skills to them so that they can in turn be used to teach to others. While a lot of the basic skill teachers will be NPCs once Tatsumaki has gone gold, there will still be many player teachers, and many skills that cannot be taught to NPCs. The system to teach will work a lot like the combat teaching, you simply write up a small lesson plan on the "Chalk board", explain it in the chat, and help out any player who has trouble with it.



Learning Skills (General: Students)

Students simply sit inside a class room listening to their instructor, asking questions as needed and eventually get to practice what they have learned, it'll differ from system to system but heres a brief overview of some of the skills:
Alchemy: You'll be able to practice combining certain materials, and have access to reference material in the library.
Stealth: Stealth will be a bit more fun: You'll be able to practice hiding in the shadows, with practice guards standing around (They won't hurt you, but they'll tell you if they noticed you)
Farming: You'll be able to go out into the practice fields, be given some materials and practice planting, harvesting, etc. Cooking: You'll be given sample ingredients and be able to practice in the school's "kitchen".
Obviously there are more skills, but the above should give you somewhat of an idea of how you can learn and practice them.



Trade skills

As described above, our Trade Skills differ greatly from most other MMORPG's, in the sense that there will not be a list of possible combines, but rather each element in the game - ranging from wood to sulfur, will have a list of stats.

A simple example of this would be making 'Black Powder' (A propellant used from the 9th century til 19th century, mainly for fireworks - as it was a horrible explosive and shot off too much smoke):
Mix three parts Charcoal (For the carbon, smoke, and fuel)
Two Parts Sulfur (For Stability)
And 15 parts Saltpetre (To provide oxygen)

Mixing the above together, in a special non-spark bowl will produce "black powder", or "gun powder"; the mixture can be changed slightly to produce more smoke, or less smoke.
So this means that Charcoal, in the game - will have a high "smoke" output, and be marked as a fuel; while sulfur would add stability to most creations, and saltpetre would simply provide oxygen for even burns.

The above is a simplified example of how our trade skill system will work - there will be up to 15 "stats" that each object will hold, and when combining two objects together - these stats will also be merged; if a certain stats reaches a certain level - a chemical reaction may happen automatically - such as introducing fire to a mixture.


Blacksmithing

The art of Metallurgy, processing, and shaping ores. Covered in more detail in the crafting section.

Cooking

Cooking of various meats, grains and vegetables. To create small snacks or huge meals.
Advanced cooking incorporates herbs and spices for regenerative effects.

Carpentry

The art of working with wood, carpentry can be a useful skill, as a good deal of weapons and other objects will require wood in one way or another, covered more in crafting section.

Construction

Players will be allowed to build private homes, villas and even villages/towns. They can also build giant mansions and castles.

Crafting

Players will be able to craft many different things such as clothes, containers, and decorations using many different techniques and styles, more in the crafting section.


Alchemy

There will be certain ways to combine elements in alchemy, to make it perfect - certain amounts, certain quality, certain minerals, etc... There aren't any true pre-made recipes, so you can be left to experiment with each material's "stats".


Combat

Martial Arts

Hand to hand combat - the ability to kick, punch, block and so on.


Sword Play

The art of using long metal blades as weaponry, sword play will be our combat system shining achievement;
You will be able to use fluid like movements, to do any number of things outside of fighting, such as chopping down bamboo, small trees, or as a form of sabotage in the time of war.

Techniques

The techniques for sword play will be numerous, as there will be nearly every technique from the 16th century, as well as some techniques created by ourselves, and possibly - our players


Ninjitsu

Ninjitsu, or Ninjutsu - will be one of the most complex skills to not only learn, but to find any reference to;
Ninjitsu schools will be very few, and very hidden from the world - while we are not about to disclose the locations of these schools, we will make note that we are trying to closely follow history when it comes to Ninjitsu.
The skill itself will differ slightly to what it was in real life, but still focus on blending in (Stealth, as well as espionage), and be one of the "fast" martial arts, that focuses on sword play, hand to hand combat, thrown weaponry, as well as numerous other styles of combat.
While Ninjitsu is not in any way the 'ultimate' style, it is one of the most powerful and fastest ones that, by far, requires the most work to master - as a good deal of the “combos” featured in Ninjitsu, will be very complex and hard to remember.



Stealth

Stealth will be one of the most useful skills for anyone who is not following the path of a Samurai, and can be used for anything ranging from thievery to ninjitsu


The art of invisibility

Sneaking around like a shadow is a key ability of thieves; while you won’t necessarily become invisible while in a shadow, you will be very difficult to see to both NPCs and other players.

Covering your tracks

A simple skill that may either involve covering your tracks in a literal way, or simply sweeping them away (In the case of dirt and snow); whichever way you choose, this is an incredibly useful skill for anyone on recon.

Assassination

The ability to end a life quietly and without a trace. Assassination doesn’t always involve physical attacks.


Thievery

The ability to steal stuff; you won't be learning this in public schools for obvious reasons (Its illegal). There will be certain tricks that "thieves" can use, to help them steal.



Farming

Vegetable Farming

Planting and caring for vegetable fields, and gardens. Harvesting is usually fairly straight forward.

Fruit Farming

Planting and caring for fruit fields and trees. Harvesting is usually a straight-forward process of picking.

Livestock

Raising and caring for tame, almost harmless animals.

Taming

Taming animals can be easy or fairly complicated. Some animals will instantly begin to trust you when you make your first peaceful contact, however; many animals will take a long time and a lot of tricks to earn their trust.

Raising

This differs from animal to animal, you must find out what the best food is for your livestock and what the best methods to care for them are through trial and error.

Treatment

When you do mess up raising an animal, or tame a sick animal, treatment skills can be used to bind wounds, apply ointments or even medicines.

Slaughtering

Slaughtering livestock is a careful and relatively clean process compared to butchering a wild kill. In a controlled environment with special tools it is far easier to skin, and butcher any livestock you wish to if you have the required equipment.


Fishing

Cast your line into the water and wait (We'll try to make this as fun as possible while still letting it be relaxing)



Cooking

The ability to combine food items, cook them, and get the final product (May work like alchemy, but with food-related "stats" on the basic items)



Hunting

Hunting is an art in itself, learning how to trap an animal, kill it, and use every last part to your advantage.

Tracking

Following scents, tracks and other evidence to find game, often also is paired with animal calls.


Trapping

Setting different types of traps to capture wild game in, the complexity of traps is widely varied, and allows for a lot of customization. Careful planning comes in handy when trapping.
This is also the easiest way to tame wild animals that can be used as livestock, as they are instantly taken under your control even if by force.

Skinning

Taking a knife or other sharp instrument to skin various animals and scale fish.

Gutting

Gutting is almost an art form and is the way that all true hunters prepare meat from game they catch. Gutting involves special tools to eviscerate dead game.

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