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Damage by class and class differences

Started by August 03, 2002 02:11 AM
12 comments, last by Wavinator 22 years, 5 months ago
quote: Original post by Dauntless
I remember playing some RPG''s (pen and paper style) from a company called BTRC (Blackburg Tactical Research Center) that had an extremely realistic and innovative form of figuring out damage against people.


Awesome idea Dauntless! I really like it! (Yet another idea to stea--erm... "borrow without asking...")



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Just waiting for the mothership...
--------------------Just waiting for the mothership...
quote: Original post by Wavinator
Okay, I see what you''re saying. What do you guys think about this potential example:

Cobalt Rifle
Damage: 100 Points
Machine: -20%

or

Cobalt Rifle
Damage: 120 Points
Organic: 20%
Energy Life: -50%
Large: +50%

Too nitpicky?



I think that is a little confusing. Why not just give it a new name. Even some sort of standard prefix that tells its specialty. When I see a unit is equipped with the "Cobalt Rifle" I want to know what that''s going to do without having to look at the details screen.

Jack

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I swear I posted this before, but it didn''t show up. What everyone means is use a system like diablo''s for items. I''ll give you an example:

Cobalt Rifle:
Damage = 100

Heavy Cobalt Rifle:
Damage = 100
machines = +20%

Terax Assualt Rifle:
Damage = 120

Heavy Terax Assualt Rifle:
Damage = 120
machines = +20%

Heavy Terax Assualt Rifle with Scope:
Damage = 125
machines = +20%



Basically the diablo system uses common words to add percents to things. They can come before the word or after the word. Everyone will remember the base damage of a Cobalt Rifle is 100. They will also remember Heavy damages machines more. In addition they will remember scopes help hit criticals(or something). Thus you could have just a random weapon(Heavy Dagger) and people will know it does better against machines than a regular dagger. At first they won''t know, but they certainly will later.
"Practice makes good, Perfect Practice makes Perfect"
quote: Original post by Wavinator

I already want the best unit to use the best item. I might simply cut down on the sheer number of variable weapons, make most weapons generic, and then make the variable weapons more godly.

I could also try to create some kind of maximize option based on the classes. Players would select "Maximize vs. Machine" for example. In inventory and the buy screen, machine lethal weapons would come up first. When units picked up weapons, they''d favor the machine lethal ones as well. If the situation changed mid-mission, players could select "Maximize" again versus the new threat.





So the best units would be the only units that could obtain the godly weapons? I think it''s a good idea to have a few god like weapons available to only the high class units, it will then act as a reward for those who raise to the highest class. It also won''t be like any old unit can grab them and wipe out a machine nation etc.

The maximizing sounds like a good way to handle the situation if you know that your enemy is the machine, however, what if someone spends a large percentage of their money to buy machine lethal artillery only to run into the insect race with little money to buy insect repellant (or something). Heh, bad choice by the player?


-Sage13

Liquid Moon Team

Project X2

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