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Health points recovery

Started by April 10, 2005 05:26 AM
4 comments, last by giv7 19 years, 10 months ago
In my game player's health starts recovering after a fight is over. There are basically 2 options for such a recovery supposing M is the max health points: 1. Recovery time from 0 to M is always constant (Rt). 2. Recovery time depends on some parameter indicating the number of points restored per some time unit (Rr). The first method allows all the players regenerate equally, while the second one makes higher level players wait much more time until the health restored. Now, I'm considering to put into the game model a skill called "regeneration". The first recovery method does not encourage players to train this skill, but the second does. What do you think would be appropriate to do?
--http://sourceforge.net/projects/world7
Personally I think the hole things whacked.

A persons bodily functions don’t cease for the duration of a fight, if anything they would increase due to adrenalin and it definitely wouldn’t be "trainable" to be more effective but if you really want to go for gaming oddity I would suggest giving as many skills as possible to learn but don’t make people wait around for health to recover if possible as they depletes game play.

Siolis
RPG: I'm going to rewrite this genre even if it kills me.
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Is the maximum health a fixed value, or does it increase with "experience"?
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
Is this going to be one of those systems where we'll all just waddle around for a minute after a fight until we're back to 100% health? Because if thats the case, this whole argument is quite pointless.

What you may want to do is recover a percentage of the HP immediately after the fight and then just leave it at that, no time based recovery.
william bubel
Quote:
Original post by Fruny
Is the maximum health a fixed value, or does it increase with "experience"?

Well, currently it depends on the "stamina" attribute. Player can improve stamina having enough experience. This is pretty common approach I think.
Quote:
Original post by Inmate2993
Is this going to be one of those systems where we'll all just waddle around for a minute after a fight until we're back to 100% health? Because if thats the case, this whole argument is quite pointless.

No, the full recovery (with no additional tricks used) will take at least 10-15 minutes.
Quote:
Original post by Anonymous Poster
Envision to make it a curve, and not a straight line. In other terms, make it so that there is a Maximum Recovery rate (R) and the actual recovery rate is a percentage of it equal to the percentagre of life, that is
(ARr)=[((AHP)/(MaxHP))*(MaxRr)]

In my case I consider health points more like physical energy (sort of tiredness). So, when a player has 0 health points he's just tired, not injured. I'm planning to come up with an injuries model which is not related to the health points.
--http://sourceforge.net/projects/world7

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