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A rechargable resource with two recharge states

Started by May 08, 2005 10:25 PM
12 comments, last by TechnoGoth 19 years, 8 months ago
I think thats a great idea. To clarify one thing, this is a single player game correct? There could be serious balance issues otherwise.
Quote:
Original post by Wavinator
I was thinking a simple bar with a falling upper limit might work, like this:

Am thinking instead of erasing the part of the bar like on presented picture, maybe try to fill that part with 'darker' version of the colour (mix of base colour with 50% black, e.g.) This way the player can still see the full range of the bar that's available to them, and it doesn't seem like part of their resource disappears forever which is what erasing it completely would imply.
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I had an idea once for a stat leveling system that didn't award you "Levels" but awarded the stats directly, however the catch was that they were awarded after a good night's sleep. If the goal of this system it to get people to sleep, I.E. log out for 8 hours, you could time the length of sleep and award the stats their supposed to get according to a percentage around (actual_sleep_time / 8_hours).

In terms of the HP system, if their total HP is 100, rather than having it degrade down to 50 over the course of the day, award them the extra amount on top of their usual total and have it degrade back to their minimum-maximum amount.

The math on that would be like...
Effective_Max_HP = Actual_Max_HP * (1.0 + Min(0.5, (Actual_Sleep_Time/8_Hours) ) )
william bubel
Will sleep or similar task be the only way to alter the max value? or will other factors be involved such as injuries? Perhaps taking a critical hit causes an injury which reduces the max stat rating by a certain value until that injury is healed. So a critical hit from a metal pipe might cause the injury broken rib, which reduces max health by 10, until that injury is repaired.

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