Hello everyone.
In my recent discussion, linked here: https://discord.com/channels/211900829307895819/1373419191952080956, I talked about keeping the loadouts and removing the perk system since the previous build of NMRIH2 had the former, but not the latter. However, not only have I seen people advocate for various perks to be reworked to be more grounded, but also advocated for a reworked perk system. In this discussion, alongside the addition of lore documents, unlockable cosmetics, etc, I want to go over what I had in mind with the skill tree and how it can work with NMRIH2.
The Outlast Trials, a game I bring into conversations like this, is, in my opinion, a good example of a game that has multiple skills, known in-game as amps, but limiting players to how many they can take for the sake of experimentation. In two of the images below, we can these amps. One image displays the amount of amps of a certain category and the other displays the loadout where we can see a maximum of three amps; one from each category. I was thinking that NMRIH2's skill tree could work something similar to this with a couple of changes.
The way I had the system in my head was the following:
- The skill tree is divided in multiple horizontal rows consisting of three or four perks per row.
- A fresh responder starts with zero perks. To unlock the first row of perks, you have to complete your first successful extraction. Once successful, the game will give you the option to pick only one out of the three or four perks.
- Once you made your final selection, the perk you chose becomes unlocked while the other perks become locked.
- Completing objectives grants us XP, but not credits. Credits can only be gained when we level up.
- Collecting resources grants us the ability to spend them on slowly upgrading our perk from normal to expert, similar to how in the first Dead Island, we gained one skill point and we could fully upgrade one skill until maxed out.
Continued