The reason I'm seriously considered removing levels is because they would be used for very little.
The problem I'm facing is that I also have a weapon upgrading system in place. For, say, 2500 Bucks (2500 bucks is a LOT of money in CK), you can have 5% armor piercing added to your weapon, or have it lightened to add 5%evasion. Now, if I hand bonuses out through levels, as well, Characters like Bildo with 60% armor piercing in the beginning end up with 95% at level 20. That's a problem.
The character's initial stats can't change dramatically - if not for the fact that you can buy upgrades, these stats (Armor Piercing, Damage Reduction, Accuracy and Evasion) would be static, ideally.
This is how I differentiate between characters.
Let's compare Bildo, Indy, and Yammie using hypothetical values (the game hasn't been balanced yet).
Bildo:
HP = 50
ATK = 150 (Determined by equipment)
Armor Piercing = 60%
Damage Reduction = 35%
Accuracy = 30 (Out of 100, but not a percent)
Evasion = 30 (Out of 100, but not a percent)
Critical Hit Rate = 10%
Critical Damage Modifiers = 3x, 2x
Indy:
HP = 35
ATK = 100 (Determined by equipment)
Armor Piercing = 45%
Damage Reduction = 55%
Accuracy = 30 (Out of 100, but not a percent)
Evasion = 50 (Out of 100, but not a percent)
Critical Hit Rate = 25%
Critical Damage Modifiers = 5x, 4x, 3x, 2x
Yammie:
HP = 20
ATK = 25 (Determined by equipment)
Armor Piercing = 200%
Damage Reduction = 20%
Accuracy = 40 (Out of 100, but not a percent)
Evasion = 65 (Out of 100, but not a percent)
Critical Hit Rate = 5%
Critical Damage Modifiers = 2x, 1.5x
These three characters are very distinct. Bildo has very high attack power and high armor piercing, so how could Indy ever measure up with his decidedly lower attack power and armor piercing values? The secret lies in Indy's critical hit rate and damage modifiers. Indy gets critical hits like noone's business, with a small chance to do 5x damage with a single attack, while Bildo can't do more than 3x (Bildo has a better chance of getting 3x damage than Indy has of getting more than 2x, but again, can't do better than 3x). Yammie has a rediculously low attack power and a rediculously high armor piercing value (Yammie ignored armor). Yammie is perfect for those super-heavy armored enemies with low health... He also spends most of his time casting spells.
So, hopefully it becomes clear that between new equipment, upgrades, AND levels increasing your stats, numbers start to get way too high to be reasonable, and distinctions begin to dissapear. If I used experiance only to increase health (max MP is only increased by rare items!), that seems like a waste - I could just tie HP to body armor and be done with it (Skills will NOT be tied to equipment.)
So yeah, it's kinda hard to decide, but I'm leaning towards no levels.
Edit: Also, new screenshots!
http://img523.imageshack.us/img523/5582 ... ot1fo8.png[/IMG]
http://img443.imageshack.us/img443/7062 ... ot2np5.png[/IMG]
http://img523.imageshack.us/img523/1300 ... ot3qe2.png[/IMG]