On Feb 24, 11:55 pm, narf_the_mouse <
lrgmo...@telus.net> wrote:
> Have Evasion reduce damage by a dice roll and have Armour reduce damage
> by a flat amount?
This was my first idea, though I was unsure if anyone would choose to
rely on the randomness of Evasion as opposed to the static
dependability of armour/toughness.
As an aside, when I say armour I'm also including a possible
"toughness" stat for characters that would work like natural armour.
So players would either specialize in evasion to simulate a fast
speedy character, or specialize in toughness to simulate a strong
tough character. Or keep their evasion and toughness roughly equal,
though neither one would get as high in that case.
> As for keeping numbers relevant - How about;
>
> Chain Shirt Lvl10 (25%, +/- 20%)
>
> So, damage reduction is adjusted by the difference in "level" (using
> "level" as a placeholder for $scalingPowerMechanic).
>
> For example, the equation might be (in psuedocode):
>
> if Monster.Level > Armour.Level then Defence += 100% - ((100% -
> Armour.Defence) * (100% - Pow(Armour.LevelDefenceModifier, Monster.Level
> - Armour.Level))
>
> Which gets you a decreasing curve towards 100%. And:
>
> if Monster.Level < Armour.Level then Defence += (Armour.Defence *
> Pow(Armour.LevelDefenceModifier, Monster.Level - Armour.Level))
>
> Where:
>
> Monster is the monster object.
> Monster.Level is the "level" of the monster.
> Armour is the armour object.
> Armour.Level is the "level" of the armour.
> Armour.Defence is the armour's defence %.
> Armour.LevelDefenceModifier is a % increase or decrease modifier per
> difference in levels.
> Defence is your defence % total for that hit.
>
> Generic examples off the top of my head. :)
So, give armour a defence percentage and a generic level, where the
amount of damage the defence percentage reduces is affected by the
difference in level between the armour and the attacking monster?
That might be hard to parse. I still don't quite understand what's
going on in the case of the monster's level being less than the
armour's level. Also, is a Level 10 Chain Shirt with 25% Defence
better or worse than a Level 5 Glass Cuirass with 67% Defence?
On Feb 25, 7:33 am, Radomir Dopieralski <
n...@sheep.art.pl> wrote:
> The first thing you need to ask yourself is the purpose of character
> development in your game from the mechanics point of view. With the naive
> approach (both monsters and player character becoming more powerful) there
> is little purpose apart from forcing the player to effectivey use all the
> sources of experience, so that he doesn't fall behind the power of monsters.
> In fact, that forces the player to slow down and explore the levels completely.
> This effect is so strong, that many games had to add a balancing mechnic, like
> hunger (Rogue) or corruption (ADOM) to force the player forward and prevent
> him from getting bored to death.
>
> But you can do better than that.
Ah geez, do I really have to rethink the overall purpose of character
advancement in my games now? ;)
If it makes you feel better, I was thinking of having "heart
containers" instead of abstract experience points. That would also
make stealth and pacifist play styles viable since they're not missing
out on any experience points.
> There was Omega with its elaborate combat system involving choosing wheter
> you hit/parry low or high -- so you had to anticipate what your opponent
> would do. There is a rather simple game "Dokapon Journey", where you have
> a choice of 4 kinds of attack and 4 kinds of defences, and they have different
> effects depending on what the opponent have chosen -- so again you have a
> kind of rock-paper-scissors game, except that some monsters will prefer some
> attacks/defenses over others.
I've been interested in rock-paper-scissors mechanics for attacks and
defences, and have been interested in how I could add skill values to
allow some kind of character customization. Except I have little idea
what a check between 15 Paper Skill and 8 Rock Skill would look like.
> From the player's perspective it doesn't really matter how many different
> tests and stats you introduce, when they all are directly dependent from
> the same meta-stat (experience) and don't involve any interesting choices.
> Instead of thinking about realism or tv-ism, you should instead consider
> what kind of choices you want there to be -- how different pieces of armor
> and shields should differ, what kind of effects you want your weapons to
> have -- and design your system according to that.
I'll admit that attempting to introduce evasion and armour as separate
defences is more of an attempt at introducing role-playing more than
anything else, to allow a difference between people who want to role-
play a fast, speedy character vs. a hulking tank. What I *really*
have right now are abstract "attack" and "defence" ratings.
I'm leery about your suggestion about focusing on the differences
between types of armour and weapons instead of general character stats
because, well, that's more content for me to worry about. :P I mean,
having strong differences between equipment types is nice, and I can
handle things like attack and defence bonuses. But if you're talking
about gameplay changes depending on equipment, well...I've never
finished a game project in my life and I don't need that to be further
aggravated. :S