I wonder how many Colors you could master. Beyond 3 is Rare after all in Magic.
I wonder if its breadth versus depth ie only enough skill points or whatever to go deep into two but you can trade focus for versatility by dipping into other colors.
Possible. There is a + and - to each side.
Depth of skills usually has it so you can have your character learn every skill but your skillbar is limited in what can actually be 'equipped', possibly not always passives you can 'equip'. The downside with with this functionality is that its very much not alt-friendly and tends to be a very time consuming process. This system also tends to lack classes which is neither a +/- feature.
The next method is similar to the previous, but the skill points are finite and that is how the player makes their 'class'. Upside is it tends to be a quicker affair for leveling and learning. The downside is this can lead to a 'cream of the crop' situation in which players figure out that despite the vast variety of skills they could make for a custom 'class', this leads to only a few builds being truly viable.
Next ones are basically the prior two, but the player has a set amount of amount of abilities they could learn and is presented to the player as a 'class'.
From there it starts getting more regimented with how classes how are designed and what powers they can actually have.
Could Tie Classes to Color Pairs I suppose...Racial Bonuses. I mean Humans, Elves, Leonin, Vampires, Kor, Merfolk?
Racials are a possibility for what they offer. But it also depends on how many races can be offered which is directly linked to development skill + development time + funding. If I had to estimate, about 8 races at most.
Could be interesting. Wonder if it uses a hub system to represent different planes. If I had to guess what type of gameplay, the more action-oriented type that has been a growing trend the past seven years.
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Depth of skills usually has it so you can have your character learn every skill but your skillbar is limited in what can actually be 'equipped', possibly not always passives you can 'equip'. The downside with with this functionality is that its very much not alt-friendly and tends to be a very time consuming process. This system also tends to lack classes which is neither a +/- feature.
The next method is similar to the previous, but the skill points are finite and that is how the player makes their 'class'. Upside is it tends to be a quicker affair for leveling and learning. The downside is this can lead to a 'cream of the crop' situation in which players figure out that despite the vast variety of skills they could make for a custom 'class', this leads to only a few builds being truly viable.
Next ones are basically the prior two, but the player has a set amount of amount of abilities they could learn and is presented to the player as a 'class'.
From there it starts getting more regimented with how classes how are designed and what powers they can actually have. Racials are a possibility for what they offer. But it also depends on how many races can be offered which is directly linked to development skill + development time + funding. If I had to estimate, about 8 races at most.