Combat skills training - potential and efficiency


 * combat skills are tied to the weapon used by the player as described in the COMBAT page
 * skills are unlocked by training them on a hexagonal grid of skills - in real time, even when offline (like in Crowfall or EVE)
 * training a skill increases it's POTENTIAL up to a 100%
 * potential limits the maximum skill EFFICIENCY which is based on how often that skill is in use (just a % of time spent in combat online with that skill socketed)
 * EFFICIENCY of a skill will DECAY FAST if not having it socketed
 * POTENTIAL of a skill DECAY SLOW if not actively training it
 * there is a total limit on how much overall potential he can reach (?can be affected by genetic traits or family skill tree) - which is a sum of all unlocked potentials (this means that a player can not reach maximum proficiency in all combat skill trees - for example with 600% maximum potential, a player can have 3 skills on 100% in two branches of the tree or 6 skills in one branch or 1 skill in 6 branches)
 * starting levelling speed of POTENTIAL training % will be faster, higher % will be slower - this way players could test the playstyle of those abilities without commiting fully at the start
 * player can also choose many skills to train at the same time but that will slow down the growth of the potential
 * EFFICIENCY decay will be faster when close to 100%, slower or almost stopped when closer to 0%
 * skills are 'socketed' into predetermined control key/mouse/controller binding locations - i.e. player can have only one light attack socketed at a time but the types of this attack can be varying
 * only skills apropriate to currently wielded weapon can be socketed in the loadout
 * changing weapon type will change the socketed skills
 * each weapon will have 2(more?) loadouts available
 * skills are accompanied by TAGS which determine which TACTICS can be linked to them (similar to POE) - like aoe, buildup time, cooldown, duration, physical etc.
 * this limit is not applied to the interaction with other skills and effects from other players (for example a melee skill will not have a tag for buildup time but enemy cc can increase that buildup time)
 * Skill depth should open more options, not have them more efficient, most of the skills should be active