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Back to the [[AnglerStudios:Main_Page|Main Page]].
 
Back to the [[AnglerStudios:Main_Page|Main Page]].
 
= The Proposed Battle System =
 
 
To see our friend the Battle System please go here: [[AnglerStudios:Battle_System/Combat_Screen|Combat Screen]] (under construction, I'll do it in the next few days/weeks, I hope.)
 
 
 
=Battle System Design Issues=
 
=Battle System Design Issues=
  
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Yeah I'll give you that much... farming Deadmines in WoW in the space of 20 minutes is still fun occasionally :P [[User:Natoli|Natoli]] 10:34, 9 June 2006 (PDT)
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Yeah I'll give you that much... farming Deadmines in Wo in the space of 20 minutes is still fun occasionally :P [[User:Natoli|Natoli]] 10:34, 9 June 2006 (PDT)
 
 
=Status Effects=
 
 
 
Do we want multiple status effects to be on a character at once? I'd say yes... but do we want a limit to this?
 
An idea I had for status effects is to have a spell that can remove ANY status effect (except death of course) - but the catch is it will only remove one - whether its a negative effect or a positive effect even! This can add some more strategy to the battle too... if you have beneficial effects and no negative ones, casting the spell is stupid since you will lose a benefit.
 
 
 
Now, the question to this is... do we select the removed effect at random or have a priority system (so it removes "worse" negative effects before less serious negative effects before beneficial effects)?
 
 
 
What say you? [[User:Natoli|Natoli]] 20:33, 6 July 2006 (PDT)
 
 
 
 
 
I don't think they should be removed at random, but I think we'll have to choose between a priority system or a choice.  Random seems to arbritary to be fun.  A priority system wouldn't be bad or anything, but a choice can be strategic.  But then again, maybe its too much freedom (and perhaps hard to program).
 
 
 
At any rate, I think we definately need more than one status effect at a time.  In fact, that been incorporated conceptually into the battle system design we discussed (I'll get around to putting that all up eventually...).
 
 
 
And I reckon we could have more than one type of spell - one which cures only one effect, and one which clears everything, good or bad.  And perhaps one that erases one at random?
 
 
 
[[User:RichardS|RichardS]] 00:35, 18 July 2006 (PDT)
 
 
 
Hmm... every RPG I've ever played seems to have a spell for each status effect, so I assume we're going to do that too anyways... but adding one uber-status repair spell that can backfire could be fun :)
 
 
 
Another idea for this sort of thing is, admittedly, something I saw in WoW but its still cool. Basically they group their status effects in different ways... like there are different types of poisons that can be removed with the cleanse poison spell... many types of diseases that can be removed with cure disease... and a spell that works on all of the same type.
 
 
 
Only thing is that we probably wouldn't have enough status effects to warrant that... unless we created multi-purpse spells that cleaned say... 3 effects but ONLY if they were of 3 selected types... (say one that can cure poison, drunk and paralyse, and a different one to dispel sleep, confuse and slow or something like that).
 
 
 
[[User:Natoli|Natoli]] 20:25, 1 August 2006 (PDT)
 
 
 
 
 
Some quick, good points on stats, especially ''poison'':
 
* Poison should take a percentage of your health off per 'tick'/turn, rather than a fixed amount. This makes it always affect your characters the same.
 
* Natoli suggested that we have a minimum health level where Poison cannot kill your character for a few turns, since that can be a particularly frustrating thing to happen. So, say Poison takes 3% of your HP per turn, if you are on 3% or less of your max HP when  Poison goes to do it's thing and subtract the 3%, it instead adds one to, say, a 'grace' counter, and doesn't subtract HP. Just an idea.
 
 
 
--[[User:G01d HaCkEr|g01d_HaCkEr]] 20:32, 1 August 2006 (PDT)
 
 
 
I reckon those are all good ideas.  I'm just wondering if we want Poison to affect Characters equally at any level or not - I mean, we could argue that the stronger you are, the longer you can hold out. I'm not fussed, though.  I particularly like the 'cure poison' curing poison, drunk and paralyse and all other logically connected effects.
 
 
 
[[User:RichardS|RichardS]] 00:53, 6 August 2006 (PDT)
 
 
 
=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)
 

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