I do have a few ideas that I would like to try out...
First Lets look at some of the existing methods.
The largest example out there is a standard Leveling system, where once you pick a character class, you gain experience to gain levels, each level provides skill or improvements to existing skills, and everything is neat and tidy. Two 4Th level warriors, standing next to each other will have, barring equipment and actual Player skill, exactly the same skills. For character differentiation the Class/Level system relies on the same equipment and player experience that I mentioned as exceptions above. This is a well understood system that you can find, with variations, in a large number of games, including the classic Pen and Paper games that the MMO genre has spawned from.
Advantages: Easy to understand.; Moderately easy to balance.; Can aid in grouping with strangers because of easily recognised combinations defining general character capabilities (Looking For Group: 7Th Level Mage = LFG:M7 or whatever common notation develops within the community).
Disadvantages: Character development on rails, based on your initial pick at character creation, you really only have one choice, to level or not. If you don't like the character class you picked, then the choice is to re-roll a new character, or use some developer provided reset mechanism.; excludes character types. Say I really want to be an Explorer/Jack-of-all-trades-master-of-none. Unless the developers specifically created a Jack-of-all-trades class for me to pick, I have to pick something else; No sense of time, what is my character doing while I'm not logged in? sleeping? Leaning up against a wall? What? This system rewards those who have lots of time to spend in-game and actively leveling, and leaves other players who cannot devote as much time to the game without advancement. (Which is funny to me as a developer, I have a finite resource, My server and bandwidth. Why would I charge everyone the same price for admission, and reward those ho give me the least value with more capabilities?)
Next we have Skill Based character development. There are a variety of games which offer this method, but the one I am most familiar with is the Pre-CU version of Star Wars Galaxies. With Skill based development the player can select which specific skills are targeted for improvement rather than accepting the package of skills determined by a class/level combination.
Advantages: Greater control of character development by the player. The player is capable of mixing and matching skills that would normally not be all assigned to the same character class.; The player usually gets to experiment with different skills and thus different aspects of the game without re-rolling characters. Some players find this more palatable because the don't perceive a loss if they are still working with the same character.
Disadvantages: Very hard to balance.; Can be confusing when there is no 'optimal path' laid out in front of a player.; Often leads to 'Flavor of the month' builds as min-max players experiment to find the best mathematical builds and then the rest of the game population follows their success.
Advantages: Offers some assistance to the casual player by disconnecting the amount of time online with the character's capabilities.; could possibly encourage sustained subscriptions because of the perceived value added just by having the account active and the player advancing.
Disadvantages: Can foster a sense of 'I can't catch up' for any player that starts later in the game.; Could contribute to boredom in game because the "what can I do now?" question would never be answered with "How about grinding out that nest skill/level".
As we can see here, each of these systems has advantages and disadvantages, and these are not the only systems that exist, but these are the systems that I am considering for Skies of Psyberia. Class/Level based progression is an easy out for the single developer, it is widely understood, has the best chance of one man being able to balance it, and is frankly assumed by most potential players... Home run, right?... well, no. There are some personal things that bother me about the advancement on rails feeling that a class/level system gives. Since you should always build something that you yourself would enjoy playing, I'll detail my current plan below.
Hmmm... This is getting a little long. I'll put my plans into the next post.
Later