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Forums: Developer Talk

posted on Aug 12, 2007 by Ranger Sheck
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Goku90504 says: "i think that you should be able to increase your HP max points and point generation through training also your speed or something as well so that you won’t forever be hammpered by armor

also i think you should be able to store 3 turns of action and movement points or at least a bit more than 2"

I don’t think I will change the maximums, as 100 points of Health is supposed to be synonymous with 100% Health (same with Defense). I’d consider letting Action and Movement points go to 120 or 150 – does everyone think it’s worth changing? When I fight, I just get in the habit of using Action points each round and not letting them accumulate – there are enough Actions that even if a character is not in range of an enemy, they can usually contribute to the battle somehow. NOTE: The 2 round/100 point limit is designed specifically to keep people from hanging back, saving up a ton of points, running up to an enemy, unleashing a bunch of attacks and then running back out of range. It’s not completely arbitrary :)

I think there might be something worth thinking about in this suggestion in terms of giving a character a chance to increase the rate at which they gain Action, Movement, and Defense points. My only concern is, since we’re talking about additional equipment slots and some of these passive effects from equipment may increase point-regeneration rates (also, there are some Actions which give you boosts to movement/defense/action points or point regeneration) that giving characters increased innate regeneration might cause point overload, making characters too powerful. Therefore, if I were to implement this kind of thing, it would have to be small amounts (even small amounts add up turn after turn).

Thoughts?

Last Edit: on Jul 08, 2008
posted on Aug 12, 2007 by commander_saavik
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One thing at a time. I recommend working on and implementing the new equipment first, and seeing how that works. If the new equipment works well and people still want increased rates of point generation, consider it then.

posted on Aug 12, 2007 by Ranger Sheck
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I wholeheartedly agree. Let’s not let this suggestion get lost in shuffle, but I think the new equipment slot should be higher priority.

posted on Dec 31, 2007 by Prexx
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I don’t think that increasing the action/move point cap is a good idea. It is just as Sheck said, if you increase the cap, it diminishes the strategy involved in battle. The predominant strategy would shift to just storing up points, and unleashing them all at once in a quick flurry of attacks. Since there is no way for the player to prevent their characters from dying under such a mass of attacks, strategy would devolve to “whoever strikes first wins”. Not very fun if you ask me.

posted on Jan 01, 2008 by Kranodor
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I, too, see the dangers of increased caps and the storing/unleashing of attacks. If you want to know, how that feels, get into a battle with only melee enemies and force one of them to stay away from the favored target… if he, at 100 ap, finally makes his way to the target, the attack are likely to kill, or at least severely wound, within a single turn (from 100% health and 70-100% defense, mind you)

I usually use up all my AP as well, only sometimes I save some to prepare an attack that could be beneficial. (For example, flesh theft, which was expensive as hell before I could get ahold of a good whip, cost 44 ap back then… and those 6ap/turn accumulated. Now I could have used flesh rend, for example, after 6 turns, at 36 ap, but I usually preferred to save those spare ap two more rounds for a double flesh theft)

Soo… storing of actions is a good thing, it takes a bit away of the “turn by turn” scheme (to a more fluid and realistic time scheme) but the limits are good as they are… more wouldn’t benefit the game, imho.
What I could imagine, however, would be some sort of additional equipment (rings or helmets or something) that are quite rare, only one per character can be worn (of course!) and that slightly (!!!) increase the mp, ap or even defense regeneration/availability per turn.
Or, maybe, increase the limits. Nothing that makes too much of a difference… some 2 or 3 ap more/turn, or some 10 ap more that can be stored… something like that. Would also make an interesting choice: Store or regeneration? (especially interesting if you choose store, and you have the additional ap/mp/whatever at the start of the battle (like, take a store +10 ap ring and start with 60 instead of 50 ap, and be able to store up to 110 instead of 100).
But, that said, it should be always either or. Either store AP, or regenerate AP, or store MP, or…
Only one thing per item, only one item per character.

That would be what I’d think of. Hope it isn’t too confusing.

posted on Jan 17, 2008 by penguinmancer Bob
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what if you let them go up to the 150 points, but if you had over 100 at the end of a turn it dropped back down to 100 but you got extra defense, like your guy sat back and regained there focus, that way people would get the extra attack and stuff yet there would be a benefit to sitting back and chilling for a while

and about the HP stuff, I think there should be a level system for overall level and maybe have additional skills that you can spend points on and develop more specialized people? a system like that is more what people are use to so it shouldnt be hard for them to adapt and you could have things like toughness: your max HP is increased by 10, or Battle Reflexes: you start out combats with extra movement and have things to increase your movement while wearing armour…or just have specific ones (like max HP, max action, max movement, max defense, base speed etc.) that people can spend so much gold on or, back to the level system, level them up independantly

posted on May 30, 2008 by Forloyn
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If you incress the cap for Action points you can add new attacks/spells that have higher power but take MUCH more action points to pull off. the more power behind it the longer it should take to charge.

posted on Jun 03, 2008 by penguinmancer Bob
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action point requirements are largely based off the weapons speed ( a dagger with 20 speed will allow fewer attacks then one with 50 speed) but Sheck can put in modifiers for attacks but that may cause some weapons to be incapable of performing those actions as there Speed and the modifier would put the AP cost over maximum and that would cause problems.

posted on Jun 15, 2008 by Pro\/idence
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I like the idea Kranador has, when he said to implement rings / equips that give you bonuses to AP / Defense / Movement, or even some skills such as Melee / Brawling / Frost. But they have to be rare drops, of course.

Last Edit: on Jun 15, 2008
posted on Jun 15, 2008 by Pro\/idence
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I like the idea Kranador has, when he said to implement rings / equips that give you bonuses to AP / Defense / Movement, or even some skills such as Melee / Brawling / Frost. But they have to be rare drops, of course.

Last Edit: on Jun 15, 2008
posted on Jul 08, 2008 by penguinmancer Bob
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were toying with other ideas about the equipment and accessories, cant give out big details yet but more later i’m sure

OH MY… Idea! popping to the other server to talk about this :)

Last Edit: on Jul 08, 2008

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