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DF Suggestions / Re: Skill bleeding
« on: June 07, 2012, 07:47:49 pm »
Clearly, we need a more robust system that allows sensible skill synergy and adapts itself to modding (new materials, new skills, new items, etc.) without requiring massive investments of time. I would prefer the composite skills idea, in one form or another. Basically, any job trains three composite skills: a material skill, a product skill, and a tool/process skill. The game would determine the available skills based on the available materials etc. in the raws. That way a dwarf that made stone furniture would be better in making wooden furniture than, say, a fisher.
I think you are being a little simplistic with your calculations, it seems like a piece of code that works through a table of relations would work, and that would be a resource that the community could provide and refine itself. However, I really like the idea of organizing or designing the skill bleeding mechanic (or really, redesigning the whole skill system through it) around material, product, and processes. It makes a lot of sense, but I would also think that personal stats would also be a part of that synergy. woodcutting and mining aren't very similar, but they both require great strength, and working with crafts would exercise your dexterity and possibly your artistry. I don't actually know if stats currently change, but perhaps they should over time, and perhaps the stats could work alongside this new skill system, to provide some realistic synergy between skills that aren't related through tools, processes, or materials.