(even if you aren't vegan)
Inside Ted's Head/gatherers
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GATHERERS
Gatherers comprise the other half of the playerbase in Grounded.
Tradeskills
- Tradeskills are a term referring to concentrated skillsets that are available to players to gather resources and then accordingly craft a variety of things for a variety of needs.
- There are 4 Resource Tradeskills - Mining, Hunting, Farming, and Lumbering.
- Every Resource Tradeskill comes with two Production Tradeskills:
- Mining - Smithing , Machining
- Hunting - Cooking , Tailoring
- Farming - Alchemy,,, Medicine
- Lumbering - Construction , Crafting
- Every Resource Tradeskill comes with two Production Tradeskills:
- Gatherers pick 1 Resource Tradeskill at Character Creation, and instantly gain access to level that skill as well as the 2 associated Production Tradeskills.
- All of these Tradeskills can be leveled up as you gain Experience, which is earned from interacting with the environmental pieces associated with your Tradeskills.
- Leveling up gives you more resources to gather, tools to wield, things to craft, and crafting stations to access.
- In addition to Resource and Production Tradeskills, Gatherers also gain access to 1 of 2 Income Tradeskills; Marketing or Persuasion.
- These are different representations of how you plan to sell spare produced goods to gain money within the economy, and give you bonuses leaning towards one of two distinct sales styles.
- Marketing focuses on using the established Marketplaces within settlements or opening up a business, and as it ranks up it unlocks more generous rewards for sales as well as affecting your maintenance costs and sales fees.
- Persuasion represents the black market deals, the back alley shops, and the snake oil salesmen, as your ranks increase what you can get away with within the walls of settlements and cities.
- These Income Tradeskills are not leveled by ranking them up, unlike the others. These Tradeskills rank up naturally as you attain levels and their bonuses are entirely passive.
- These are different representations of how you plan to sell spare produced goods to gain money within the economy, and give you bonuses leaning towards one of two distinct sales styles.
Class Specifics: Skillsets and Commands
- Every Class Archetype(Soldier, Saboteur, Scholar, and Sermoner) each has their own set of Class Skillsets, as well as a Class Ability that is unique to it.
- Class Skillsets are essentially condensed, streamlined sets of skills that they learn and can rank up, working akin to Hunter's abilities, however they have more lore-based components and are focused around different typical skillsets common to the class archetypes.
- For example, Soldiers have access to the Brawling Skillset, which is essentially combat techniques and special maneuvers that they can use in combat situations. Saboteurs have Trickery, which represents underhanded combat and dirty tricks akin to common roguish characters.
- In addition, they also receive Commands, which are special toggleable abilities similar to Action Commands from Final Fantasy games.
- As Soldiers have Bodyguard, which allows them to pick a friendly ally and protect them, reducing incoming damage and blocking projectiles, Saboteurs have Thievery, which allows them to enter stealth, and pickpocket or lockpick things to steal items and gold from people.
That's really it for now
More to come later.
How you can help
- Tell me if this kind of character setup would give you all a particular feeling of a different playstyle from Hunters that focuses a lot more on making a living and shaping the world than exploring it.
- If not, feel free to suggest how I could alter it so that you truly get a sense of a style of play that allows people to connect on a holistic level and potentially form groups, guilds, unions, settlements, cities, societies, kingdoms, and so on.
- In addition, I also seek to make sure that it's fleshed out enough to the point where a Gatherer could go fight monsters for XP just as a Hunter could go harvest crops for XP. If you feel as though the system represented above is too limiting, please let me know.
- Suggest things that I simply had not thought of
- Maybe you think that I could add more Tradeskills across the board, or enhance it so that when digging into class specifics, all of the Archetypes receive particular bonuses that the other doesn't.
- For reference, there will be more Income Tradeskills coming to represent different ways to make money.
- You want me to make it so that people can gain particular bonuses towards certain other things in place of Income tradeskills? Maybe they focus not on making money, but simply on mass harvesting or production. If you would be interested to see that, then let me know.
- Maybe you think that I could add more Tradeskills across the board, or enhance it so that when digging into class specifics, all of the Archetypes receive particular bonuses that the other doesn't.
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