Board Thread:Suggestions forum/@comment-26172435-20151221114104/@comment-26172435-20160116210446

Gained some more insight and decided to come up with a concrete, indicative, proposal for traits and atributes. It covers all of the considerations I am aware of now, including some relevant closely related suggestions. It's shown in the collapsable list below and added to the OP. I decided to go with a system using skillpoints, assuming that some day somehow the NPC AI will be improved as to recognize grinding traps.


 * Each skillpoint (SP) costs 1628 experience orbs (configurable), equal to the amount needed to achieve level 30.


 * The maximum cap values are increased with 50 or 100% when players reach +1000 alignment (on average, configurable) with all Good or Evil factions (‘aligns with Good/Evil’).


 * The list is set up to include 2 new mechanisms: armour weight dependent movement speed and fatigue at low health level. Armour weight dependent movement speed assumes base speed to be 10% faster than vanilla with no armour and 10% slower with max weight armour (full steel types) : drag from max weight armour = 20%. Fatigue assumes a 10% chance every 20 ticks to get weakness effect during 10 seconds at a health level of 8 hp or lower: weakness is likely to be active for most of the time at this low health level. If these would not be implemented the Endurance and Perseverance would have to be changed or deleted and some other caps should be adjusted in favour of Evil.


 * The effects and caps are set up under the assumption that the enchantments will be modified according to the included indicative list.


 * All parameters are supposed to be made configurable, although changing them will have to be advised against. It will take some good thinking to adequately balance all settings. The values below should be considered indicative.


 * The total amount of convertible skillpoints will be capped at 50. Players who will not reach high alignment with either Good or Evil will be able to convert all skillpoints. High alignment will simply allow for more specialization.


 * The format for the rest of this list: 'Trait - Capability: description; alignment cap effect; Improvement per SP; cap'.


 * Constitution - Health: increased base health level; aligns with Good + 50%; +1 hp/SP; cap set at 12 hp (12 SP) – 18 hp (18 SP) for Good
 * Constitution - Resilience: increased healing rate and food saturation effect; aligns with Good + 50%; +5%/SP; cap at 20% (4 SP) – 30% (6 SP) for Good
 * Strength - Force: increased nett attack damage; aligns with Evil + 100%; +4 %/SP; cap at 20% (5 SP) – 40% (10 SP) for Evil
 * Strength - Hardiness: reduced nett impact damage; aligns with Evil + 100%; -4 %/SP; cap at 20% (5 SP) – 40% (10 SP) for Evil
 * Athletism - Agility: reduced fall damage; aligns with Good + 50 %; -5 %/SP; cap at 20% (4 SP) – 30% (6 SP) for Good
 * Athletism - Stamina: increased base speed; aligns with Good + 50 %; +2 %/SP; cap at 8% (4 SP) – 12% (6 SP) for Good
 * Athletism - Endurance: capacity to overcome resistance, the drag effect of armour on movement speed; aligns with Evil + 100 %; -2 %/SP; cap at 8% (4 SP) – 16% (8 SP) for Evil
 * Intelligence - Anticipation: increase chance to dodge attacks, negating incoming attack damage; aligns with Good + 50 %; +1 %/SP; cap at 16% (16 SP) – 24% (24 SP) for Good
 * Intelligence - Accuracy: increase average ranged attack damage (increase base arrow speed at minimum draw time from 60% up); aligns with Good + 50 %; +2 %/SP; cap at 16% (8 SP) – 24% (12 SP) for Good
 * Intelligence - Perseverance: Reduced chance of getting weakness at low health; aligns with Evil + 100 %; -1% /SP; cap at 4% (4 SP) – 8% (8 SP) for Evil