Skill Trees should be unlocked passively.
So I was watching this video: https://youtu.be/wsmEuHa1eL8
And it discusses skill trees in great detail.
This got me to thinking. If we add a skill tree with “points” or some other system that allows players to choose skills, we end up with something at is excessively meta, that is to say, we’re adding too much UI and associated out-of-game actions.
I suggest that we have players unlock skills by doing actions. Here’s an example (ignore the stats I just randomly picked them):
Spell Sniper
You are deadly at range. +20% to spell damage past 100m. -10% to spell size.
Requirements: Do 10,000 damage at a range of >100m
Instead of having players pick and choose skills using points or some other system, players should acquire skills by doing actions and meeting requirements.
In-game, this makes more sense because the player is getting stronger by doing things repeatedly. Because the player shoots more targets from a long range, they are getting better at doing it.
This also rewards players for playing the game the way they like to play. If a player prefers to do damage at range, and rarely fights close up, then this would reward them for doing so. Other skills would reward players for various things like using blocking, staying in the air, etc.
However, there is one problem.
Disadvantages.
Certain skills will have disadvantages. The Spell Sniper skill I just mentioned would decrease magic size, which means one would have a disadvantage at CQC. Thus, I suggest players be allowed to “disable” skills.
A disabled skill would not be acquirable by the player. What’s more, disabling a skill will prevent players from acquiring any skills that require the player to have the disabled skill first. Players will be allowed to disable skills that have already been acquired, but it will also disable all skills that require the disabled skill.
Going back to spell sniper, we see that the requirement is 10,000 damage at >100 m. If someone disables this skill, even if they’ve already done 100,000 damage at >100m, if they decide to enable it again, they will need to start from 0 damage.
Lastly, players should not see the actual requirements. The real Spell Sniper description should be as follows:
Spell Sniper
You are deadly at range. +20% to spell damage past 100m. -10% to spell size.
Acquired by defeating enemies at range.
A GUI will still be necessary so that players can keep track of and disable/enable skills.
Specialization
There should be a certain point where players must make a choice. All branches of the skill tree will have a specialization skill, where once acquired, the player cannot acquire the specialization skills or skills past the specialization point of other branches. This forces players to make a choice, and creates greater customization.
I will now begin listing examples of skills. Ignore all numbers, they’re just my guesstimates.
An example of a basic “statistical” skill.
Rapid Fire
You are capable of firing off blasts rapidly. +10% casting speed when using blast spells.
Acquired by firing blasts quickly.
Actual Requirements (hidden): Fire 20 individual blast spells in 15 seconds.
An example of a more complex skill.
Airborne
If you wished, you could fly. 90% Gravity.
Acquired by fighting in the air.
Actual Requirements (hidden): Complete 3 fights without touching the ground once, from the moment combat begins to the moment it ends. Must be done without using hover spells.
An example of a unique skill.
Named Weapon
You have used this weapon so often, it has become a legend of it’s own. +1 Named Weapon.
Acquired by using a single weapon for a long time.
Actual Requirements (hidden): Deal 10,000 damage using a single weapon.
Details (hidden): The player’s weapon that dealt said damage becomes a Named Weapon, which has boosted stats. It can then be named by the player.
I am attaching a picture of a conceptual skill tree and explaining it.
Categories:
Magic
This category is devoted to magic alone. Pretty self-explanatory. Includes skills like Rapid Fire and Spell Sniper. Has specialization.
Body
Devoted to statistical skills. Wanna be a tank? Want to be a ninja? This is the skill tree for you. Includes skills like Airborne. Has specialization.
Weapons
Devoted to weaponry. Includes skills like Named Weapon.
Other
An interesting category that does not have specialization. Includes small individual skill branches and even individual skills. Ideas include Shark Slayer, Legendary Fisherman, Master Trader, etc.
Overlap
As you can see, some skills overlap. This means that it is possible to acquire said skill through two branches. This does not mean that one can cross to another branch.
And I think that’s it! If you have any questions/criticism/ideas please put them in the replies below.