Editing
AnglerStudios:Battle System
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Levelling and stat increases= Quick question... what style of stat increase do we want as the characters develop? I was thinking that different characters could have a different multiplier for stats... so that we could get something like a swordsman's strength increasing by a factor of say... 2 or 3 per level... while a mage's strength could be equal to half (or even less than half) times his level. This would be fairly easy to program (and could possibly result in storing less data since the stat calculations can be done "on the fly"), but it results in a linear character progression. This may or may not be a bad thing... though it could cause balancing issues end-game. Of course... if enemies progressed in the same fashion the balancing issue could be nonexistent. Just wanted to see how you guys felt abouot it... because its probably REALLY inefficient to say, store stats per character per level to a max level of 100 or something. Another bonus to my propsed idea would be that we wouldn't need to have a level cap... well... not until we start getting overflow errors on character's strength values at level 704657 anyway :P Any other ways we could possibly see character progression? Even a more complex formula or such? (maybe randomising it to a degree that they get stronger in their primary stats, but not always by the same amount?) Discuss :) [[User:Natoli|Natoli]] 21:25, 6 July 2006 (PDT) That's an interesting idea I hadn't thought of... if we did go that way, it'd have to be a slightly more complicated formula than 'x2', at least some of the time. I reckon we'd still want a cap, but now we can put it whereever we want and not have to write out the stats all individually. We might even move the cap as the characters progress. Balance would be an issue, but that can be overcome in playtesting. I hope. And the slightly randomised stats is a good idea too... I think that, if you could do it, you should go for that. [[User:RichardS|RichardS]] 00:34, 18 July 2006 (PDT)
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information