So I've been reading the thoughts on Old System vs New System. My thought is, "Why not balance and combine them?" The old learn by doing system obviously had its shortcuits and exploitable issues. So, what if we introduced a new LBD system only for actions? Here is the actions that could be changed to LBD without too much of an issue.
All these skills would need a set level in their category of base stat to level further. So an example, to get level 100 blunt weapon skill, you'd need level 10 strength, putting a realistic cap on the LBD, because how can you be so good at using a club, when your strength is a 2? You couldn't hit hard enough. No, it'd be based on a tier level 10 per level invested in an attribute.
-Blunt Weapon Skill/Edged Weapon skill,
-Rifle skill/Pistol skill/Automatic weapon skill/archery skill.
-Item crafting, but what it does is make crafting faster and cheaper as it levels up. Basically Advanced Engineering but its a LBD. Advanced Engineering can be reworked and keep the turret XP features.
-Weapon crafting could be separate into Blunt, edged, etc. And the item level for weapons would restricted to say, only one tier of weapon level up per day, making spam crafting not effective. However, if you say, invested into Advanced Engineering, it could allow you to earn extra XP per item crafted and later levels could allow you to learn more tiers, for those who are DESPERATE to gain max item level as fast as possible (If they allow the intellect mastery to exist, I don't see why this couldn't).
-Resource Harvesting could be a LBD skill. Now Miner69er and Motherload could still be perks, that increase the amount and speed mined, that can be affected by both the level of your strength stat, and the level of your resource harvesting. Or better yet, make them general perks that are specifically can only be invested in at set levels of resource harvesting. Junk miner could also be attached to resource harvesting.
-Sprinting can be learn by doing, and Rule 1 can scale off that AND Agility levels at the same time.
-Medicine COULD BE a LBD skill that also scales on intelligence, but after Resource harvesting I could care less.
-Repairing vehicles could be a LBD skill (NOT crafting them.) As you repair more and more vehicles, you'd get better at doing it (I think grease monkey should be a general skill and could increase vehicle handling, repair, and and damage taken to a vehicle instead of the Intellect mastery skill). To level grease monkey, you'd need certain levels in vehicle repair.
Now, where does this leave the current system? Still intact, if changed somewhat. Obviouslly now that tthe LBD system would be implemented, skills like Pummel Pete would need to be leveled on both Strength Level and blunt weapon level. First level, level 0 strength, level 1 blunt weapon useage. Next level would be level 1 strength, level 10 blunt weapon useage.
Now where does the magazine system come in on the new combined system? Simple. Cut the amount of magazines in all sets in half, make them a bit rarer to find, and what the magazines do is unlock the recipes for new weapons, tools and vehicles. The magazine spawns can still be influenced by skills leveled, and armor would still only be unlocked by magazines.
All in all, I think this new system would be a serious improvement on both systems we've had and currently have. It solves the issues of the spammable and exploitative old system, and makes it more interactive then the current system. Now, this absolutely WOULD slow down the game and make it quite a bit grindier and make you put a lot more effort into getting the highest tier of items, and if you don't have a set level of an attribute you can't just keep repetitively doing a task until you reach level 100 in that specific skill. Meaning points are going to be as important as they were in 1.0 and 2.0. If you're desperate to get level 100 in blunt weapon skill for your sledgehammer, and have skull crusher maxed out, you're going to want to invest in strength. Now what blunt weapon skill/bladed weapon skill would help replace is the skills that affect how fast you swing your weapon. As you get better with using it, you get better at swinging with it and can swing it faster and with slightly less stamina cost per 10 levels (can and should stack with pummel pete).
Anyways, I put quite a lot of thought into this I hope y'all are interested in this.
All these skills would need a set level in their category of base stat to level further. So an example, to get level 100 blunt weapon skill, you'd need level 10 strength, putting a realistic cap on the LBD, because how can you be so good at using a club, when your strength is a 2? You couldn't hit hard enough. No, it'd be based on a tier level 10 per level invested in an attribute.
-Blunt Weapon Skill/Edged Weapon skill,
-Rifle skill/Pistol skill/Automatic weapon skill/archery skill.
-Item crafting, but what it does is make crafting faster and cheaper as it levels up. Basically Advanced Engineering but its a LBD. Advanced Engineering can be reworked and keep the turret XP features.
-Weapon crafting could be separate into Blunt, edged, etc. And the item level for weapons would restricted to say, only one tier of weapon level up per day, making spam crafting not effective. However, if you say, invested into Advanced Engineering, it could allow you to earn extra XP per item crafted and later levels could allow you to learn more tiers, for those who are DESPERATE to gain max item level as fast as possible (If they allow the intellect mastery to exist, I don't see why this couldn't).
-Resource Harvesting could be a LBD skill. Now Miner69er and Motherload could still be perks, that increase the amount and speed mined, that can be affected by both the level of your strength stat, and the level of your resource harvesting. Or better yet, make them general perks that are specifically can only be invested in at set levels of resource harvesting. Junk miner could also be attached to resource harvesting.
-Sprinting can be learn by doing, and Rule 1 can scale off that AND Agility levels at the same time.
-Medicine COULD BE a LBD skill that also scales on intelligence, but after Resource harvesting I could care less.
-Repairing vehicles could be a LBD skill (NOT crafting them.) As you repair more and more vehicles, you'd get better at doing it (I think grease monkey should be a general skill and could increase vehicle handling, repair, and and damage taken to a vehicle instead of the Intellect mastery skill). To level grease monkey, you'd need certain levels in vehicle repair.
Now, where does this leave the current system? Still intact, if changed somewhat. Obviouslly now that tthe LBD system would be implemented, skills like Pummel Pete would need to be leveled on both Strength Level and blunt weapon level. First level, level 0 strength, level 1 blunt weapon useage. Next level would be level 1 strength, level 10 blunt weapon useage.
Now where does the magazine system come in on the new combined system? Simple. Cut the amount of magazines in all sets in half, make them a bit rarer to find, and what the magazines do is unlock the recipes for new weapons, tools and vehicles. The magazine spawns can still be influenced by skills leveled, and armor would still only be unlocked by magazines.
All in all, I think this new system would be a serious improvement on both systems we've had and currently have. It solves the issues of the spammable and exploitative old system, and makes it more interactive then the current system. Now, this absolutely WOULD slow down the game and make it quite a bit grindier and make you put a lot more effort into getting the highest tier of items, and if you don't have a set level of an attribute you can't just keep repetitively doing a task until you reach level 100 in that specific skill. Meaning points are going to be as important as they were in 1.0 and 2.0. If you're desperate to get level 100 in blunt weapon skill for your sledgehammer, and have skull crusher maxed out, you're going to want to invest in strength. Now what blunt weapon skill/bladed weapon skill would help replace is the skills that affect how fast you swing your weapon. As you get better with using it, you get better at swinging with it and can swing it faster and with slightly less stamina cost per 10 levels (can and should stack with pummel pete).
Anyways, I put quite a lot of thought into this I hope y'all are interested in this.