Timeslip
Timeslip Softworks
- Joined
- Aug 27, 2016
- Messages
- 910
That's what I'm trying to address. Allies have always been set up to allow you to allocate stat and perk points, and to automatically allocate skill points according to a preset order. By getting a number of skill points every x levels, it will provide more choice on how you build them. As to why full ally skill point allocation is problematic, see next 2 comments.Well, for one I'm unhappy to have party members railroaded into builds in a skill-based game.
If allies have full skill point allocation, you will have more control over their development than you will have with Sam's. In the case of 10 skill gains per level, Sam may be able to boost his primary combat skill by ~6, with the rest of the points divided between other activities like healing, surveillance, crafting.For the flip-flop that a bit of control would have to be like, you know, close-to, almost, exactly... full.
Manual doesn't have more points, but if you can put every single skill point for Elena Furey into firearms, you will max firearms far more quickly than your main character can max his primary combat skill. She (or any ally progressed the same way) will quickly outclass Sam in combat and you'll be left wondering why you are stuck with him.For example, I don't get why manual would have to have more points than auto, why skill points / lvl for allies can't be subject to balance, etc... Btw. initially thought you want to slow down skill progression too.
By predefined progression, you mean automatic allocation of skill points for allies?Offering X manual skill points every 3rd level in increase by doing system is actually a nice idea. I'm only skeptical about predefined progressions.
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