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Attack Rolls...

Started by December 19, 2006 09:33 PM
15 comments, last by BUnzaga 18 years, 1 month ago
Ok, I am making a list of skills, attributes ect. Well to understand either the skills or the attributes, I need to understand the attack rolls at the same time! So ok, I have: 10 Attributes. A lot of skills. But I'm concerned about having "too many variables" Because my attributes help mod the skills, and there are many skills, like sperate weapon skills: EX: Fist Speed: Fist Accuracy: Fist Efficiency: Pike Speed: Pike Accuracy: Pike Efficiency: Spear Speed: Spear Accuracy: Spear Efficiency: Club Speed: Club Accuracy: Club Efficiency: Hammer Speed: Hammer Accuracy: Hammer Efficiency: Heavy Weapon Speed: Heavy Weapon Accuracy: Heavy Weapon Efficiency: ect.... for a while Well, without losing complexity I wonder the best way to lower this. I even have a general skills like: Accuracy While Moving: (ranged only) Melee Speed: Melee Accuracy: Melee Efficiency: Ranged Speed: Ranged Accuracy: Ranged Efficiency: Gernade Speed: Gernade Accuracy: Gernade Efficiency: And sepererate resistance skills... Resistance vs Bleed: healer classes have "bleed recovery" as a healing ability. Resistance vs Blind: Reduces length and chance of becomming blind in combat. Resistance vs Stun: Reduces amount of defenses lowered and chance. Resistance vs Intimidate: Reduces amount of offenses lowered and chance. Resistance vs Dizzy: Reduces length and chance of being Dizzy. Resistance vs KD: (knock down) Reduces chance of being knocked down. Resistance vs Posion: Reduces harmful effects of posion to your system. Resistance vs Disease: Reduces chance of getting disease from creatures. Ok, and its quite irritating because I feel it is too much, but I dont like haveing the player lose customibility. I do still want "a lot of skills" its just that i feel there are too many "modifyer" skills. Like You need decent Strength attribute, and good 2-hand sword accuracy + heavy weapon acvcuracy, because the sword is heavy as well. But anyway heres the actual question, the other part was a side question hehe: I have these types of hits in my game: Types of hits/miss: Miss: Dodge: Counterattack: Block: Scrape: Normal: Critical: Resist(powers failure, or ability(ex: intimidate) only): Ok I have accuracy that plays a major role in deciding the type of hits. But there is all of this for accuracy, lets say you have a carbine equipped. You will be using all of this to add to the accuracy equation: Ranged Accuracy Carbine Accuracy And the Focus attribute will be a percentage modification towards it. Well what im saying is that the roll is random in comparison to the opponents defenses, Dexterity, Ranged Defense, Dodge, Block, Counterattack Well how should i go about calacuating if a dodge/block was sucessful before a miss? A miss is just a pure miss on the attacks part. So how is the attack rolls usually done, like what is compared first?
DarkTech Software.
I think the maxim: KISS (Keep it Simple Stupid) is appropriate.

A system should be no more complex than it needs to be.

The way you described your system was going form "How you are doing it" to "What you are trying to do".

Try reversing it. Work out what you want your system to do, then add in the components that will allow you to make it work how you want.

Quote:
Types of hits/miss:
Miss:
Dodge:

Counterattack:

Block:

Scrape:
Normal:
Critical:

Resist(powers failure, or ability(ex: intimidate) only):

This is what you want to happen.

In the game I am designing at the moment (Illusion of Destiny), I started off with the idea of sword combat being more like an actual combat rather than using random "to hit" rolls.

From this I worked out a basic system for weapon balance (Scissors/Paper/Rock) with a few twists (the balances between the weapons relies of the character's stats and skills).

Using these constraints I then worked out the broad skills (just the skill categories not the specific skills) and the stats that the characters would have.

Finally, I started creating the individual skills needed.

As each step built upon the last step, it keeps the system easy to design.

Any changes to the early steps would result in large changes to the later steps, so it is important to get these designed first. If you design in a haphazard manner, you end up with a "spaghetti" design, that is harder to maintain (this is the same as with code).

Most people think "What stats/skills/abilities can I give the character" first, but in my experience, this is wrong. The first thing you must do is to think about what you want the combat to be like (I usually write a little story/description for this part - about 1 or 2 pages), then think of what the player/character will be doing in that combat (this is the actions that the character can perform).

By first working out what you want the combat to be like and what the character/player can do you create a more concrete goal for your design (and yes, the final design will be different from this initial concept, but it is necessary to make sure you have something solid to aim for).
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Original post by DarkMortar

ect.... for a while

Well how should i go about calacuating if a dodge/block was sucessful before a miss? A miss is just a pure miss on the attacks part. So how is the attack rolls usually done, like what is compared first?


^_^

What would happen if attack roll would miss, however defender would be hit because it would successfully dodge the wrong way?

Why don't you try to imagine how it would look in real life? Try it on yourself with something soft.

edit grammar

[Edited by - Raghar on December 21, 2006 4:06:41 PM]
thats funny, like "you shot too far too the left but they dodged to the left, good job!"

I think it's fine to have a lot of data etc, but first of all it should be easy to learn but difficult to master, and second things shouldn't be thrown in, each aspect should be vital in some way, or be removed.
___ _ _ _Journal with textures, moddeling:http://btoxin.livejournal.comGame Website:http://fadedearth.infinityanalog.com
well first of all anyone can just 'miss' by not using their weapons properly. And as far a dodging the wrong way.. i dont beleive in that. i was mainly asking...

> Best way to lower a shear amount of skills w/ out losing complexety
> What order should I go about checking my attack rolls for a dodge/block/miss/critical...ect///

btw my system isnt "highly" random, its done by random number versus comparisson to the opponents defenses. And the chances of miss..scrape..normal...critical, with more accuracy values, you be better chance of getting something towards critical rather than miss or scrape.
DarkTech Software.
Well here are my attributes, they arent fully described yet, but they affect certain skills and specials.

ATTRIBUTES:

Every entitity that exist in Cosmos has his or her own set of attributes. What distinguishes amoung the various races, and classes is by the attributes and skills they possess. A Champion Knight may have powerful Strength, yet the Rogue Specialist may be better off sticking to high Dexterity. Attributes modify the skill values in almost all forumulas within Cosmos. Not only do attributes modify, but they also add values to special abilities. The special ability "Cloak" (a Rogue special) is modifyed by both the Intellect attribute and the Stealth skill for its total value. On a global scale, attributes are more difficult to upgrade as a character levels up, because they are to be geared towards specialization.


Character is assigned starting attributes based on the Role, and the Race he chooses combined together.

(Character may add 1 attribute starting at Level 2, and 1 attribute every Level after (n=2, n++) <= Level 110
I.E. Level (2, 5, 9, 14, 20, 27, 35, 44, 54, 65, 77, 90, 104) = 13 choosen attributes.


Constitution

Constitution (CON) governs the character's physical makeup, known as health.
Improves the Vitality regeneration rate over time.
Reduces negative effects of bleed, dizzy, and posion states.



Strength

Strength (STR) represents the character's physical power. A character equipped with heavy weapons is most efficent with a high Strength rating, allowing him or her to carry heavy equipment while delivering deadly blows.
Adds additional damage towards melee attacks.
Every point of Strength adds +1% armor peircing towards melee attacks.
Improves amount of Vitatlity saved by a sucessful block.
Decreases weight resistance while carrying equipment (allowing character to carry more).
Decreases the negative effects of wearing armors.



Dexterity

Dexterity (DEX) modifys the character's reflex, allowing him or her to evade opposing attacks with immediate response.
Improves the chances of a sucessful dodge move.



Focus

Focus (FOC) is the character's ability to concentrate. Higher Focus results into improved accuracy towards attacks, as well as enhanced awareness of his or her's surroundings.
Improves accuracy of all attacks.
Improves the chances of dealing a damage value towards the maximum value.
Adds additional damage towards the "ideal range" of all ranged weapons.
Improves acuity skill checks.



Agility

Agility (AGI) governs the character's speed of action. One with high Agility can attack quickly (melee or ranged) as well as move at fast speed with precision.
Improves speed on foot.
Improves attack speed.
Speeds up (non-powers) timer warmup for specials.



Stamina

Stamina (STA) is the overall endurance of the character. Stamina allows one to run longer, and attack more without becoming tired or fatiuged.
Improves the Action regeneration rate over time.
Pool used by actions that use the Action bar is decreased.



Intellect

Intellect (INT) represents the character's intelligence. A higher Intellect results into better crafting results including a superior technical ability. One with high intelligence is also more crafty when it comes to stealth.
Enhances medical healing abilities.
Enhances crafting results.
Improves experimentation results, and assembly.
Improves Tinkering results.
Governs Stealth, Computer Use, Security.



Insight

Insight (INS) is a character's ability to understand the mind. One with high Insight can revive his mind much more quickly while staying sharp.
Improves the Psyche regeneration rate over time.
Pool used by actions that use the Psyche bar is decreased.



Wisdom

Wisdom (WIS) allows a character to contain more knowledge of the true worlds, allowing him or her to conjuror powers more effectively.
Improves all specials that use powers.
Improves defense and resistance to opposing powers attacks.
Improves the Powers regeneration rate over time (if applicable).



Charisma

Charisma (CHA) is the character's ability to socialize with others either by being friendly, or by pure persuasion.
Enhances communication with others.
Improves Intimidate and Taunt abilities.
Governs Persuade, Management.







Basically I want my combat to be "fast paced" yet there are characters who dodge quite frequently, ones with a lot of defense, ones with high offense, sly ones, and ones who just run around really fast, and ones that heals tons.

So basically in my game, if you do not have armor your health goes down quickly, yet your dodge rates are improved because you arent encumbered by armors. Combat in my game against fairly equal opponenets is meant to last a while, my combat is to be real time (think MMO), with warm-up timers for each special attack/ability. And healers heal lots, but arent too efficent at other things. So basically my combat forces you to stay "on the ball" and keep certain defense specials active, or you know what, you die.



DarkTech Software.
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And healers heal lots, but arent too efficent at other things.

I don't like this aspect of many games.

Think about a player's experience:
Player 1: "I played XXXX today."
Player 2: "What happened?"
Player 1: "Well Player 3 killed a lot of enemies, dodging them and then dancing around their slow, heavily armoured ass and Player 4 cast some really amazing spells, destroying the enemies with fire, confusing them with illusions and tearing into their ranks with summoned monsters."
Player 2: "So what did you do?"
Player 1: "I healed them."

Not really something exciting.

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Insight

Insight (INS) is a character's ability to understand the mind. One with high Insight can revive his mind much more quickly while staying sharp.
Improves the Psyche regeneration rate over time.
Pool used by actions that use the Psyche bar is decreased.

This stat is not used nearly as much as any of the others. They all have alternate uses, but this just seems to be only for the Psyche pool. Do you need a Psyche pool? From what you have posted, it seems that your Psyche poll is almost identical to your

What does the Psyche pool give you that other pools don't. If the abilities of the Psyche pool (spells and such) are replicated in other pools, then it would become pointless to use the Psyche pool. This then would be wasted effort on your part and just more confusing "noise" for the players.

Having options is good, but having too many options is bad. People can only really work with 7 or less options, our working memories just cant handle it.

In an experiment with choices, the experimenters offered 24 choices of Jams, lots of people sampled them, but not many bought them. When they change this to just 6 choices, the people bought 10 times more, even though less people approached the stand.

To many choices (ie: too many stats) will have a negative impact on player's perception of your game and reduce the fun that they have.

I would seriously think about reducing the number of stats that you offer.

The first stats I would consider removing are:
Dexterity: You can just use Agility to get the same effects.
Insight: It doesn't offer much that is different from other stats.
Charisma: This is a fighting game isn't it? Is this really necessary?

This would bring the total number of stats down to 7. And you could also merge Constitution and Stamina to bring it to 6.
: DEEP BREATH THIS IS LONG :

I have thought of that too, but hmm, I guess its fine to do that. Just I liked those names hehe, but Id rather reduce my skills before I reduce the attributes.


Lol, here are my skills (ack) To top it off I have Feats also (lol)
( you really should not read all of this)

Melee Defense: Reduces max damage done to you by melee weapons, less chance of critical
attacks done to you, and higher chance of scrape instead, improves dodge/
block/miss chances against melee attacks.
Ranged Defense: Reduces max damage done to you by ranged weapons, less chance of critical
attacks done to you, and higher chance of scrape instead, improves dodge/
block/miss chances against ranged attacks.
Dodge: Evades attack completly resulting in no damage.
Block: Prevents (25+STR)% of damage, can happen twice more than dodge.
Counterattack: Chance that when an enemy attacks you, you will attack back with your default
attack for each time there is a sucessful counterattack. You will counterattack
even if your enemy misses you or hits you for damage. Happens as often as dodge.
Resistance vs Bleed: healer classes have "bleed recovery" as a healing ability.
Resistance vs Blind: Reduces length and chance of becomming blind in combat.
Resistance vs Stun: Reduces amount of defenses lowered and chance.
Resistance vs Intimidate: Reduces amount of offenses lowered and chance.
Resistance vs Dizzy: Reduces length and chance of being Dizzy.
Resistance vs KD: (knock down) Reduces chance of being knocked down.
Resistance vs Posion: Reduces harmful effects of posion to your system.
Resistance vs Disease: Reduces chance of getting disease from creatures.
Stealth:
Acuity: Increases chance of spotting hidden mines, individuals concealed by stealth, and
the reflex response under sniper fire, which increases your defense while unaware.
Computers:
Medical Use:
Medical Speed:
Medical Efficency:
Medical Assembly:
Dark Powers:
Light Powers:
Fire Powers:
Water Powers:
Air Powers:
Earth Powers:
Powers Speed:
Powers Accuracy:
Powers Efficiency:
Dark Powers Speed:
Dark Powers Accuracy:
Dark Powers Efficiency:
Light Powers Speed:
Light Powers Accuracy:
Light Powers Efficiency:
Fire Powers Speed:
Fire Powers Accuracy:
Fire Powers Efficiency:
Water Powers Speed:
Water Powers Accuracy:
Water Powers Efficiency:
Air Powers Speed:
Air Powers Accuracy:
Air Powers Efficiency:
Earth Powers Speed:
Earth Powers Accuracy:
Earth Powers Efficiency:
//note: certain weapons (ie: heavy 2-h sword take the average of BOTH (Two-Hand Weapons
+ Heavy Weapons) / 2 for the average between the two for the combination.
Accuracy While Moving: (ranged only)
Melee Speed:
Melee Accuracy:
Melee Efficiency:
Ranged Speed:
Ranged Accuracy:
Ranged Efficiency:
Gernade Speed:
Gernade Accuracy:
Gernade Efficiency:
Fist Speed:
Fist Accuracy:
Fist Efficiency:
Pike Speed:
Pike Accuracy:
Pike Efficiency:
Spear Speed:
Spear Accuracy:
Spear Efficiency:
Club Speed:
Club Accuracy:
Club Efficiency:
Hammer Speed:
Hammer Accuracy:
Hammer Efficiency:
Heavy Weapon Speed:
Heavy Weapon Accuracy:
Heavy Weapon Efficiency:
Dangerous Weapon Speed:
Dangerous Weapon Accuracy:
Dangerous Weapon Efficiency:
Pistol Speed:
Pistol Accuracy:
Pistol Efficiency:
Rifle Speed:
Rifle Accuracy:
Rifle Efficiency:
Sniper Rifle Speed:
Sniper Rifle Accuracy:
Sniper Rifle Efficiency:
Carbine Speed:
Carbine Accuracy:
Carbine Efficiency:
Axe Speed:
Axe Accuracy:
Axe Efficiency:
Mace Speed:
Mace Accuracy:
Mace Efficiency:
One-Hand Sword Speed:
One-Hand Sword Accuracy:
One-Hand Sword Efficiency:
Two-Hand Sword Speed:
Two-Hand Sword Accuracy:
Two-Hand Sword Efficiency:
Persuade:
Engineering:
Experimentation:
Domestic:
Alchemy:
Repair:
Tinkering:
Security:
Ownership:
Management:


Starting values based on role:

V: Vitaliy A: Action P: Psyche

ROLES:
SENTINEL: defensive (V: 120 A: 90 P: 90)
CHAMPION: balanced (V: 100 A: 100 P: 100)
ENFORCER: offensive(V: 80 A: ..
ROGUE: special (V: 60 A: ..
POWERS: magic, get a +10% POWERS regen rate for when
they unlock powers/ace masters. (V: 40 A: ..


SENTINEL FEATS

Minor Armor Proficiency (All) Requires: Sentinel Initiate
Improves the armor rating of any type of armor you wear by +5%. Your expertise in armor allows you to reduce armor conditional damage by +10%. This feat does not apply to hand-held shields nor shield generators.

Major Armor Proficiency (All) Requires: Sentinel Initiate, Level 30
Takes the place of previous Armor Proficiency feats. Improves the armor rating of any type of armor you wear by +10%. Your expertise in armor allows you to reduce armor conditional damage by +15%. This feat does not apply to hand-held shields nor shield generators.

Superior Armor Proficiency (All) Requires: Sentinel Initiate, Level 60
Takes the place of previous Armor Proficiency feats. Improves the armor rating of any type of armor you wear by +15%. Your expertise in armor allows you to reduce armor conditional damage by +20%. This feat does not apply to hand-held shields nor shield generators.


FEATS

Minor Dueling Requires: -
Only applies towards one-handed weapons or fists. Adds +2% block, +2% dodge, and +4% defense while holding this type of weapon.

Major Dueling Requires: Level 20
Takes the place of previous Dueling feats. Only applies towards one-handed weapons or fists. Adds +4% block, +4% dodge, and +6% defense while holding this type of weapon.

Superior Dueling Requires: Level 40
Takes the place of previous Dueling feats. Only applies towards one-handed weapons or fists. Adds +6% block, +6% dodge, and +8% defense while holding this type of weapon.

Minor Balancing & Grips Requires: -
Only applies towards two-handed weapons. Adds +4% block, +2% accuracy, and +2% defense while holding this type of weapon.

Major Balancing & Grips Requires: Level 20
Takes the place of previous Balancing & Grips feats. Only applies towards two-handed weapons. Adds +6% block, +4% accuracy, and +4% defense while holding this type of weapon.

Superior Balancing & Grips Requires: Level 40
Takes the place of previous Balancing & Grips feats. Only applies towards two-handed weapons. Adds +8% block, +6% accuracy, and +6% defense while holding this type of weapon.

Minor Dual-Wielding Requires: -
Only applies towards dual-wielded weapons. Reduces the negative effects of holding two weapons by decreasing the -50% accuracy penalty to -40% and by increasing the damage output by +2%.

Major Dual-Wielding Requires: Level 20
Take the place of previous Dual-Wielding feats. Only applies towards dual-wielded weapons. Reduces the negative effects of holding two weapons by decreasing the -50% accuracy penalty to -30% and by increasing the damage output by +4%.
Superior Dual-Wielding Requires: Level 40
Take the place of previous Dual-Wielding feats. Only applies towards dual-wielded weapons. Reduces the negative effects of holding two weapons by decreasing the -50% accuracy penalty to -20% and by increasing the damage output by +8%.

Minor Armor Proficiency (Light) Requires: -
Improves the armor rating of light armor you wear by +5%. Your expertise in armor allows you to reduce light armor conditional damage by +10%. This feat does not apply to hand-held shields nor shield generators.

Major Armor Proficiency (Light) Requires: Level 25
Takes the place of previous Light Armor Proficiency feats. Improves the armor rating of light armor you wear by +10%. Your expertise in armor allows you to reduce light armor conditional damage by +15%. This feat does not apply to hand-held shields nor shield generators.

Superior Armor Proficiency (Light) Requires: Level 50
Takes the place of previous Light Armor Proficiency feats. Improves the armor rating of light armor you wear by +15%. Your expertise in armor allows you to reduce light armor conditional damage by +20%. This feat does not apply to hand-held shields nor shield generators.

Minor Armor Proficiency (Medium) Requires: -
Improves the armor rating of medium armor you wear by +5%. Your expertise in armor allows you to reduce medium armor conditional damage by +10%. This feat does not apply to hand-held shields nor shield generators.

Major Armor Proficiency (Medium) Requires: Level 25
Takes the place of previous Medium Armor Proficiency feats. Improves the armor rating of medium armor you wear by +10%. Your expertise in armor allows you to reduce medium armor conditional damage by +15%. This feat does not apply to hand-held shields nor shield generators.

Superior Armor Proficiency (Medium) Requires: Level 50
Takes the place of previous Medium Armor Proficiency feats. Improves the armor rating of medium armor you wear by +15%. Your expertise in armor allows you to reduce medium armor conditional damage by +20%. This feat does not apply to hand-held shields nor shield generators.

Minor Armor Proficiency (Heavy) Requires: -
Improves the armor rating of heavy armor you wear by +5%. Your expertise in armor allows you to reduce heavy armor conditional damage by +10%. This feat does not apply to hand-held shields nor shield generators.

Major Armor Proficiency (Heavy) Requires: Level 25
Takes the place of previous Heavy Armor Proficiency feats. Improves the armor rating of heavy armor you wear by +10%. Your expertise in armor allows you to reduce heavy armor conditional damage by +15%. This feat does not apply to hand-held shields nor shield generators.

Superior Armor Proficiency (Heavy) Requires: Level 50
Takes the place of previous Heavy Armor Proficiency feats. Improves the armor rating of heavy armor you wear by +15%. Your expertise in armor allows you to reduce heavy armor conditional damage by +20%. This feat does not apply to hand-held shields nor shield generators.

Minor Medical Ability Requires: -
Enhances your ability to heal by improving the chance of returning closer to the maximum heal values by +10%. This feat applies to Self Heal, Treat Injury, and any other special that heals damage based on medical use. This feat does not apply to powers healing specials.

Major Medical Ability Requires: Level 10
Takes the place of previous Medical Ability feats. Enhances your ability to heal by improving the chance of returning closer to the maximum heal values by +20%. This feat applies to Self Heal, Treat Injury, and any other special that heals damage based on medical use. This feat does not apply to powers healing specials.

Superior Medical Ability Requires: Level 20
Takes the place of previous Medical Ability feats. Enhances your ability to heal by improving the chance of returning closer to the maximum heal values by +30%. This feat applies to Self Heal, Treat Injury, and any other special that heals damage based on medical use. This feat does not apply to powers healing specials.

Cybernetic Implant Certified Level 1 Requires: 20
Grants you certification to basic level 1 cybernetic implants. Implants usually grant attribute or skill bonuses while worn, while some contain certain effects or drawbacks.

Cybernetic Implant Certified Level 2 Requires: 50
Grants you certification to advanced level 2 cybernetic implants. Implants usually grant attribute or skill bonuses while worn, while some contain certain effects or drawbacks.

Cybernetic Implant Certified Level 3 Requires: 80
Grants you certification to superior level 3 cybernetic implants. Implants usually grant attribute or skill bonuses while worn, while some contain certain effects or drawbacks.

... more later but i will prolly for sure remove feats entirely anyway.



Special Abilities so far:

Self Heal: Basic healing that "anyone" can use, based off Intellect attribute.
Basic Attack: You deal base weapon damage.
Improved Attack: You deal base weapon damage +10%.
Advanced Attack: You deal base weapon damage +20%.
Basic Valor: Sentinel special, adds +75 defense for 15 sec.
Major Valor: Sentinel special, adds +150 defense for 30 sec.
Superior Valor: Sentinel special, adds +300 defense for 45 sec.
Counterattack: Sentinel special, a strong attack that lowers enemy offense by 5% for 15 seconds.
Improved Counterattack: Sentinel special, a strong attack that lowers enemy offense by 10% for
30 seconds.
Grand Will: Sentinel special, allows chance for sentinel to get back into combat from an
incapitated state back on his feet with 50% or 100% efficency if 1 ability pt spent,
but the player's action will be depleted, works every 5 minutes.
Fortify: Sentinel special, increases dodge and block skills by 30% while active, for 30 seconds.
Disarm Attack: Sentinel special, possibility that this shot will delay opponent for seconds.
Basic Fear Stasis: Champion special, freezes opponent in place for 2 seconds, decreases his
offenses and defenses by 10% for 30 seconds.
Major Fear Stasis: Champion special, freezes opponent in place for 4 seconds, decreases his
offenses and defenses by 20% for 45 seconds.
Superior Fear Stasis: Champion special, freezes opponent in place for 8 seconds, decreases his
offenses and defenses by 30% for 60 seconds.
Basic Power Attack: Champion special, adds +5 damage to current weapon used for the attack.
Improved Power Attack: Champion special, adds +15 damage to current weapon used for the
attack.
Advanced Power Attack: Champion special, adds +45 damage to current weapon used for the
attack.
Armor Harden: Champion special, adds +50 armor while active for 30 seconds.
Strength and Honor: Champion special, display your courage, an may intimidate AND stun your
opponent for 30 seconds, while you gain +4 STRENGTH and +40*(lvl/2)
Vitality.
Basic Berserk: Enforcer special, increases attack output by +30%, but you suffer -50% armor,
-100% defense, and -50% accuracy for 15 seconds.
Major Berserk: Enforcer special, increases attack output by +50%, but you suffer -30% armor,
-80% defense, and -30% accuracy for 30 seconds.
Superior Berserk: Enforcer special, increases attack output by +70%, but you suffer -10% armor,
-60% defense, and -10% accuracy for 45 seconds.
Basic Flurry: Increases attack speed by +60%, but accuracy is decreased by 50% for 15 sec.
Major Flurry: Increases attack speed by +80%, but accuracy is decreased by 30% for 30 sec.
Superior Flurry: Increases attack speed by +100%, but accuracy is decreased by 10% for 45 sec.
Basic Dire Attack: Enforcer special, adds +10 damage to current weapon used for the attack,
and also may add +1% bleed per attack (it stacks!).
Major Dire Attack: Enforcer special, adds +55 damage to current weapon used for the attack,
and also may add +2% bleed per attack (it stacks!).
Superior Dire Attack: Enforcer special, adds +80 damage to current weapon used for the attack,
and also may add +4% bleed per attack (it stacks!).
Mirror Damage: Enforcer special, absorbs 50% of damage done to the enforcer, and then inflicts
the other 50% of the damage back to the attacker for 30 seconds.
Maximized Attack: Enforcer special, a fast warm-up timer attack that attacks at the maximum
damage output for any weapon.
Corrupt Armor: Enforcer special, decreases opponents armor by 30% for 30 seconds.
Peircing Attack: Enforcer special, powerful attack, that penetraits 50% of enemy armor.
Basic Cross-eye: Rogue special, creates a double image of your character, resulting in a confused
opponent that will only hit you 1/2 as much for 15 seconds.
Major Cross-eye: Rogue special, creates a triple image of your character, resulting in a confused
opponent that will only hit you 1/3 as much for 30 seconds.
Superior Cross-eye: Rogue special, creates a quadruple image of your character, resulting in a
confused opponent that will only hit you 1/4 as much for 45 seconds.
Basic Fan Attack: Rogue special, you attack twice at the same time, at rapid speed.
Improved Fan Attack: Rogue special, you attack three times at the same time, at rapid speed.
Advanced Fan Attack: Rogue special, you attack four times at the same time, at rapid speed.
Sneak: Rogue special, you begin to walk slowly in order to sneak behind your opponents, or
in order to get away, relies on your Stealth skill.
Conceal Self: Rogue special, you conceal yourself and you are camoflauged in your surroundings
but if you move, you will loose your camo, ideal for sniping or hiding.
Cloak: Rogue special, you are able to utilize specialized cloaking devices for Master Rogues,
that allow you to move while being nearly invisible "based on your stealth skill" but
if you attack you leave your cloak.
Double Run: Rogue special, allows rogues to run faster than the normal sprint to get away faster,
can be stacked with Sprint!
Uncanny Dodge: Rogue special, adds +60% dodge for 30 seconds.

... more one day



Ok, Certain roles get different allotmets allowed to certain skills per level. EX: (The Sentinel (defensive) will get more skill allotments towards Melee/Ranged defense than the Enforcer(offensive). The Enforcer will get more weapon skill allotments per level however).

Also I did not mention clear there is a VITAL different between the pools.

Heres the summary:

There are 3 bars. (VITIALITY, ACTION, PSYCHE)

VITALITY: (RED) Characters health, when 0 you die of course (typical), regens SLOWEST.

ACTION: (ORANGE) Characters "attacking bar" Think of this like the endurace bar in oblivion. Every weapon on my game that does not use magic, uses this bar. This bar goes down the quickest, when a weapon is used. It also goes down if you sprint, jump ect. Stamina governs this. I keep Stamina and Constiution speaeration, because Constitution governed health, and stamina is action regeneration rate. Regenerating the action is very important so you can attack.

PSYCHE: (BLUE) Ok this is like the bar used for standard magic, and healing (HEALING IS VERY IMPORTANT). Also goes down if you craft, or survey for resources. Regens slower than action.

And the game insnt purely fighting either, there will be crafting and business as well. Charisma is used for business and social bribery think of it like D&D or KOTOR, you persuade peoples.

I do find Dexterity and Agility highly similar (because they are the same meaning actually) Same goes for Insight and Wisdom. I will tell the Psyche bar is important, and a lot different than the action bar.

Thank you for the recommendations, I hope you go over some of my stuff and help me, I will rid of feats maybe.

But what is your policy on armor. Right now my roles Have different armor encumberances:

SENTINEL: 80% armor mitigation (best with heavy armor)
CHAMPION: 60% armor mitigation (best with medium armor)
ENFORCER: 40% armor mitigation (best with light armor)
ROGUE: 20% armor mitigation (best with padded armor)
POWERS: 0% armor mitigation (best with robes)



Anyone can wear in armor they want, but a Sentinl will get away with wearing heavy armor way better than a Rogue can, the rogue will be highly encumbered and slower, and less effective. Yet im not sure if my encumberence should be a set rate like this or "improved."


btw my progression works like this:
(Level 1+) 5 Roles > (Level 15+) 18 Classes > (Level 50+) # Specialty Classes > (Level 100+) Aplha Classes > MAXED Level 110


EDIT: Also about ridding of Dexterity, what about this:

Dexterity is the dodge rates
While Agility is the attack speed,

well wont it be weird to have an attribute that gives dodge, and attack speed at the same time, i mean its like a win-win situation.

thank you.

[Edited by - DarkMortar on December 21, 2006 5:49:34 AM]
DarkTech Software.
You shouldn't be assigning these arbitrary values to your skills (eg. 15% bonuses) unless you have your system in place and know how much benefit that sort of thing is going to impart upon the character. Think of the sort of gameplay you want in terms of the speed, deadliness, and challenge of the combat, and create stats, skills, and systems to fit it.
I will most likey remove feats because its really just 'mods.' Yet some of them offer some type of certification like cyber headplants ect. Feats will take a lot more programming time and art so it will most likely be removed.

Yet i cant seem to tone down the attributes, if it was turn-based yes, but since its real-time, the difference between :

DEX: dodging, miss
AGI: movement speed, attack speed

So i feel like i cant combine those.

I am also going to lessen the weapon skills:

I will keep:

Ranged Speed
Ranged Accuracy
Ranged Efficency
Melee Speed
Melee Accuracy
Melee Efficecy

But i will reduce this:
Pistol Speed
Pistol Accuracy
Pistol Efficeny

down to one skill
Pistol Experitise: improves all 3 of those sections.

so a final speed equation would include these:
(Agility, pistol expertise, ranged speed, pistol (weapon) speed)
DarkTech Software.

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