Knowledge system (stopped due to Byond restriction) #7852
Replies: 5 comments 7 replies
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I like this, especially the system that adds or hides information depending on what knowledge you have.
Rather than having it as vars on atoms, perhaps it would work better as a knowledge component? Then the component can just be added with the parameters for what it should display if you don't have enough skill. (Would it be easier to have a system where the default name is the true name, and anyone without the required skill level gets lowered?) |
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I really like the idea of making people weaker compared to people who are less skilled, but I heavilly dislike the idea of restricting someone from doing something like reloading or using grenades if they don't have the recommended skill. |
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Suggestion - if you do not have knowledge about an item it's look(icon) changes to some random generic "mudane" icon preventing visual identification as well. This would have many interesting gameplay implications |
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Personally i think gating content behind skill systems does nothing but cause unnecessary tedium. For instance: "Hey can i get a screwdriver", "sorry i'm busy getting my bartending skills come back in 10 minutes when i'm finished". I think its very unhealthy to gate content behind skills as its just going to cause every greytider to min max skill grind before doing anything else. |
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because of cursed DM language, this project is in pause until the core issue can be solved. |
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BIG NOTE BEFORE READING
This document and the code are draft.
Need to put: low pop bonus knowledge
Knowledge and expertise system
Design Intention
as a RP game, that you can recognise everything while you're playing a character regardless of the actual knowledge of the character you're playing badly contributes the low/no RP to your playing experience.
For example, a xenomorph that's birthed like a few seconds ago can identify what things are because the game doesn't protect you from the meta-knowledge of examining stuff - as this is a basic feature of the game.
thus, if a xenomorph's brain is implemented into MMI and becomes a xeno-xilicon, they weirdly know everything. This is very not good in RP wise.
Now, Your character will have some knowledge for each field, even as a mob. every item/stuff has knowledge requirement that will check your knowledge pool. If you don't have knowledge, you'll fail to identify it, and the name will be seen as "???" and description as "You are not sure what this is..."
If you success, then you'll get its true name, and true description.
expertise is - that something that should be called as a skill system in actual functionality. It will allow you to do something with your knowledge.
What's different about this from 'skill system'?
These are similar at a glance, but it comes from a different view.
Knowledge system
Knowledge level
Knowledge has levels. Most knowledge has 3 as maximum level, but some knowledges have different maximum level.
Note: There is no maximum level in fact, but you just have no way to increase those beyond the maximum.
For example...
So, there's no book that you can advance your 5 level to 6 level. This is how maximum level works.
by reading a book, you get one of
0.15, 0.35, 0.50
that contributes to your knowledge level. level 1 means you get a step as a whole.Reading cooldown time
You read books instantly, but you have a cooldown time.
each book has 90 seconds to read.
your brain is capable of reading 3 books every 150 seconds.
These values are not determined. can be longer.
Note: Bacon wants there's no restriction, so everyone will possibly learn everything except for very specific knowledge like antag only knowledge. (and I agree with him for the part there should be no restriction)
Knowledge types
Systemic ones
Standard knowledge
Beside, Ashwalker will recognise all of you as 'Ugly faced creatures' while lizardpeople as 'Ashwalker???'.
Advanced knowledge
[Medical]
[Security & Combat]
i.e.) "Lizard Hide" item
Forensics 3: "[Forensics] This must be a crewmember's hide. You should check how this hide was made." (strong hint)
Forensics 1: "[Forensics] You think you should ask a lizardperson if they know the lizardperson of this hide..." (weak hint)
Lizardpeople 1: "[Lizardpeople] You are pretty sure this is your kin. They seem to be 'Butched-as-hides'. How horrible." (weak hint to bring RP case)
[Civilian & Service]
Unusual knowledge
These are special knowledges that are allowed to specific people, and not easy to access for learning because the game will hardly spawn study books that are related to these.
Species only
Same to other species.
Identification by examination
Knowledge check, success and failure
a proc
mob.has_knowlege(KNOWLEDGE_SYNDICATE, 1)
means checking your knowledge if you have1 level of syndicate
.Only traitors have syndicate knowledge that is used to allow them to identify syndicate
Example: How to check stuff
Grenade
Grenade has basic knowledge requirement as these:
Janitoring 3
Engineering 3
Science 3
Chemistry 3
You only need one of those to use a grenade.
This means:
Guns
People just can shoot. That's basically allowed, but Firearms will need weapons knowledge to reload ammos.
Energy guns are what that doesn't need people's knowledge check, while pistol/shotgun will need knowledge check to reload ammos.
Knowledge preference
You can set knowledge like job preference. If your job has no knowledge of what you selected, you'll get a basic knowledge of those.
Expertise system
Expertise works like the real skill system that people would think. It only has TRUE or FALSE if you have it or not. Most Expertise stuff needs a knowledge to acquire. This works like traits in some aspects.
Examples of Expertise
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