My idea for class/levelling/parts (note: I am working off the assumption that weapons are intrinsic to parts, not separate items, though it could work either way without much modification):Canderel wrote:In terms of leveling up:
All parts/mutations level up individually, giving one lots of different imrovements almost continually. But each part has a max level --- maybe not?! Almost I guess like iron vs steel vs titanium etc. Also when removing a part some of its power lingers. So you can either build so that you keep you parts on you for long before switching (less frequent levelling up), thus optimising the permanent gains, or switch to more powerful parts, whose permanent gain wouldnt be as close by and perhaps not as strong.
Each body part (eg. arm of smashing) has 10(?) levels, gaining in statistics each level. They start with various intrinsic talents as well. In addition to the part improving with levels, it gives perks to the part slot (eg. right arm) that it is in. Example:
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Arm of Smashing (lvl 1)
Damage: 30 (kinetic/blunt)
Range: 1-1
Precision: 3
Intrinsic talents (talent level = item XP level / 2):
Knockback: 5 energy, 6 cooldown, melee attack
Hits for (150-200)% damage, knocking back (2, 2, 3, 3, 4) tiles.
Power Sweep: 10 energy, 4 cooldown, melee attack
Hits for (200-250)% damage in a frontal arc.
Ground Pound: 15 energy, 10 cooldown, melee attack, 1 radius
Hits all in area for (50-75)% damage as kinetic/concussion damage.
Levelling bonuses:
1: part + 1 precision
2: body slot perk -> (+5 kinetic/blunt damage on melee attack)
3: part + 5 damage
4: part + 5 damage
5: body slot perk -> (Knockback talent level 1)
6: part + 1 precision
7: body slot perk -> (+1 precision, melee attacks only)
8: part: + 10 damage
9: part: +3 precision
10: body slot perk -> (Power Sweep talent level 3)
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That would mean that a fully levelled Arm of Smashing would look like this (including bonuses from the improved right arm slot):
Arm of Smashing (lvl 10)
Damage: 55 (kinetic/blunt) (50 base + 5 from right arm bonuses)
Range: 1-1
Precision: 9 (8 base + 1 from right arm bonuses)
It would have access to all of the talents at talent level 5.
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If, after levelling up your arm of smashing fully, you decided to switch to an arm of slicing, some bonuses would be retained, as shown here:
Arm of Slicing (lvl 1)
Damage: 30 (kinetic/blade) + 5 (kinetic/blunt)
Range: 1-1
Precision: 4 (3 base + 1 from right arm bonuses)
Intrinsic talents (talent level = item XP level / 2):
Pin: 5 energy, 6 cooldown, melee attack
Hits for (130-180)% damage, pinning for (2, 2, 3, 3, 4) turns.
Stab: 8 energy, 10 cooldown, melee attack
Hits for (200-250)% damage, bypassing armour.
Parry: passive
(5, 10, 15, 20, 25)% chance to deflect an incoming melee attack, negating it.
In addition to those three talents, you could also use Knockback (lvl 1) and Power Sweep (lvl 3) as well.
Levelling bonuses:
1: part + 5 damage
2: part + 1 precision
3: body slot perk -> (+5 kinetic/blade damage on melee attack)
4: part + 5 damage
5: body slot perk -> (Stab talent level 2)
6: part + 1 precision
7: body slot perk -> (+1 precision, melee attacks only)
8: part: +3 precision
9: part + 10 damage
10: body slot perk -> (Pin talent level 3)
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That would mean that a fully levelled Arm of Slicing (with the bonuses from the Arm of Slicing as well) would look like this (including bonuses from the improved right arm slot):
Arm of Slicing (lvl 10)
Damage: 55 (kinetic/blade) (50 base + 5 from right arm bonuses) + 5 (kinetic/blunt)
Range: 1-1
Precision: 10 (8 base + 2 from right arm bonuses)
It would have access to all of the Arm of Slicing talents at talent level 5, as well as Knockback (lvl 1) and Power Sweep (lvl 3).
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I don't know if there should be a limit (say, 5 or 10) to the amount of body slot perks that can be applied to a specific part, or if it should just get unequivocally better with levels.