Feedback/Modification Creature Mechanics - Character Card & Stats
#1
• Character Card & Stats •

Info
In the news from Rasmus revealed some crazy features and one of them was Creature Card. Discussion about stats in http://forum.dwelvers.com/showthread.php...59#pid1759 give an idea to make character card looking clear and that has all needed by player stats when it comes to searching for relevant creature we need for something fast and some details of different stats in locked mode, of which about I would like to present later in the post.
NOTE: All of numbers presented here are not reflecting stats that will be in game, are just examples. Some of stats are new, but most of them has been revealed in the News from 15th of November 2013.

Appearance
[Image: 28mn.png]
Pic.1. Character Card shows different stats in different groups. This is the most ugly card You have probably ever seen, but it would be great to see all the stats in presented above scheme.

About creature's image, maybe instead of boring icon or typical for card background we could set above Middle-top bar - Vitality & Demand an animation in 3D?! We could in Locked mode look at creature's armor/weapon/special marks etc, turning his image around to see creature in 360° vertically and horizontally.

Stats
Highlight: Changes actual character card and stats appearance and mechanism.
What is the modification regarding to?: Character card that shows creature's stats after properly done click on that creature & stats mechanism with proposition of their appearance.
Function: Character/Creature card shows creature's stats. Let's talk about that shortly.
I parted Character Card stats into few groups and in different modes - unlocked (player just hover mouse on target creature and see numbers of basic stars, card disappear after another action) and locked (for detailed descriptions of stats and where player can click different things for details. To activate this mode player need to hover mouse on creature and press L keyboard button. Than it shows Character Card locked on the screen and player can move mouse cursor above it to see details (can lock camera on creature too). For turning back into normal - unlocked mode, player has to press L button again):



Top bar - Info Group
This bar shows basic information about creature and contains:

Level: To the left side. A red gemstone that shows creature's level. Locked mode shows additionally:
  • Name - name of the creature. In this case it's Beerak.
  • Creature type - shows creature's type. In our case it's a Dark Dwarf.
  • Level - shows creature's actual level.

Experience bar: Center bar, where dark yellow bar inside shows amount of gained so far experience points. Locked mode shows additionally:
  • Experience points - nominal amount of points gathered and needed for reaching the next level. It sums up with Bonus.
  • Bonus - number of bonus experience points that creatures gets from spells, buff, armor etc.



Middle-top bar - Primary Stats
This bar shows information about creature's health and demands that makes it happy or angry or has undesirable effects. Bars when creature has satisfied it's needs could show themselves on green color, if there is lack of something on yellow, if there is scarcity of something on red color and when the last happen it's not easy to satisfy creature again or could be impossible. Bars could show in the middle of each of them nominal amount of an information, but colors could be enough. Contains:

Health Points bar: First bar at the top of the group, shows amount of health points as a bar. As much damage has been taken as more blood appears on the creature. Locked mode shows additionally:
  • Health Points - nominal amount of health points. It sums up with Bonus.
  • Effect - number of bonus health points that creatures gets/lost from spells, buff, armor etc.

Satiety bar: Second bar from the top of the group, shows amount of satiety level as a bar. Locked mode shows additionally:
  • Satiety - nominal amount of creature's satiety. If the amount of satiety reach specific low level a creature feels hunger. If satiety reach really low level creature gets angry or do something irrelevant.
  • Effect - shows what scarcity of food makes with/to this creature.

Briskness bar: Third bar from the top of the group, which tells how much a creature is rested. Locked mode shows additionally:
  • Briskness - nominal amount of creature's briskness. If the amount of briskness reach specific low level a creature feels sleepy. If briskness reach really low level creature gets angry or do something irrelevant.
  • Effect - shows what lack of sleep makes with/to this creature.

Special Need bar: Last bar from the top of the group, shows special for each creature needs that do something if there is lack of it or is full. In our case Dark Dwarf's special need is Alcohol which lack of alcohol makes him angry, don't know about additional effects (like it could be swaying like a boat). Locked mode shows additionally:
  • Special Need - nominal amount of creature's briskness, which tells how much a creature is rested. If the amount of briskness reach specific low level a creature feels sleepy. If briskness reach really low level creature gets angry.
  • Effect - shows what lack of special need makes with/to this creature.



Middle-bottom bar - Skills
Skills/Abilities of the creatures are there. In unlocked mode it shows a very short description of kind of skills. Locked mode shows additionally:

Specialization: It's a Passive special skill showing on the green color and always as a 1st skill from the top and means:
  • gives creature boosted points of certain stat (defense or attack etc), but decrease another by leveling up (for example Dark Dwarf is getting 10 attack and 10 defense stat points per level. With for example Specialization: True Defender it will get 7 attack and 15 defense stat points per level (so S:TD raises defense stats for 5 and decrease for 3 per level).
  • Creatures has various specializations than can be choosen from several at the beginning manually... or automatically by computer with specific ratio (excluding raising (and decreasing another) certain skill points specialization teaches computer how to set skills in ratio - for example in ratio 1:5 computer will choose 20% that will be in the end Attack skills and 80% Defense skills)
  • automatic option is set as default, but can be unchecked. If the player won't uncheck that after reaching by creature lvl2 computer will attain a relevant Specialization for creature's predispositions (Specialization could - or maybe not? - be changed during the game manually).
  • predispositions means: if the creature has higher certain stat than aritmetic mean of that stat of every creature in that creature's specie - for example average defense of Dark Dwarf is 15, but our guy has 18 - it has bigger predisposition to be for example a tank, so has bigger defense which can be gained more, lvl by lvl thanks to for example Specialization: True Defender - knowing that computer after 2nd level will choose True Defender, not another specialization.

This system will eliminate skill points because each skill will need certain amount of stat points, don't need to have skill points so.

The mechanism predicts that creatures will have different, but in a specific range for a specie stats. This is why random stat points attaining is important here, makes game a little harder. Maybe we would have very strong creatures, but we're getting still creaturs with more defensive or attack stats that can't reach maximum. We humans have the same problem, some gets better genes, some train brain better, some muscles etc. Tongue

Also this choosing shouldn't be affecting by items, just leave that choosing only for basic stat points not gained by items/spells etc.

Passive skills: Shows skills on the green color and tells about passive ability's effects. Passive skills works continuously until creature's death. Most of them cannot be broken, but some could be temporarily interrupted.
  • Damage/Effect - if it is a damage spell/if is a buff etc.
  • Range - the range of spell damage/effect.
  • Number of targets - single, chain, or in radius.
  • Additional effect - additional effects of damage spell/buff etc.


Active skills: Shows skills on the red color and tells about active ability's effects (damage/bonus effect, cooldown time, number of targets, range, cost(?)). Active skills are that can be used once for a specific amount of time, number (of projectiles for example). Needs cooldown time reaching zero to be used again.
  • Damage/Effect - SAA.
  • Range - SAA.
  • Number of targets - SAA.
  • Speed - the time needed to hit the target.
  • Casting time - time needed to unleash the attack.
  • Duration - spell's uptime.
  • Cooldown time - time needed to unleash spell again after previous strike.
  • Additional effect - SAA



Bottom section - Secondary Stats & Status
Bottom section shows basic creature's power, resistances and status like smelting iron/idle/fighting etc. All information except status section presents specific power/resistance icons. All icons depends on a creature's types of weapon, shield etc. Every additional effects like buffs or from weapon shows as additional line of text that shows what it gives to specific stat. For example:
Basic DPS: 80-100
Iron sword: 16-31 PD° (durability: 89/100(?))
Attack buff (time to debuff): 4-9

So overall DPS stat that shows like a big number on attack icon is an average number of DPS and that is regarding to numbers above, so in our case: (100+140)/2 = 120.

° = Physical Damage. Magic creatures could wear Staff that for example has 30-55 FD that adds that amount of damage to their fire skills (fire damage - which each XD, where X is an abbreviation for a kind of power is marked with proper color, PD could be just white, FD - red etc, but magic damages are decreased by target resistances, bear it in mind when attacking the enemy. Especially when enemy's magic creatures has very low basic DPS, but has powerful skills).

Damage per second (DPS): The 1st icon from the left side of the bottom section. Because in our case this is Dark Dwarf's card it shows as an Axe icon. Shows how many damage per second creature can dealt to the enemy. Unlocked mode shows average amount of DPS, sums up with bonuses etc. Locked mode shows additionally:
  • Overall - shows interval of overall damage amount dealing to the enemy: minimum to maximum.
  • Attack speed - shows how fast creature can deal damages. It affects on DPS amount and creature's reaction.Not accumulate with Overall stat!
  • Chance for Critical hit - shows percentage chance of dealing attack with double (or more/less (?)) power. Not accumulate with Overall stat!
  • Chance for Double attack - shows percentage amount of chance to deal double attack. Not accumulate with Overall stat!
Critical Hit and Double attack can appear simultaneously (but very rare) - can You feel how powerful could it be?
  • Magic Power - strengthen creature's abilities/skills by a percentage amount, prolongs spells durations, shortens spell casting time and if it's damage spell raises spell's damage points. Not accumulate with Overall stat!

Defense: The 2nd icon from the left side of the bottom section. Because in our case this is Dark Dwarf's card it shows as an Round Shield icon. Shows how many physical damages creature can parry. Unlocked mode shows average amount of Defense, sums up with bonuses etc. Locked mode shows additionally:
  • Overall - shows interval of overall damage that can be parry: minimum to maximum.
  • Chance for block - shows percentage chance to block enemy's attack. In our case Dark Dwarf has passive ability to raise his chance for block by 25 percentage points. Not accumulate with Overall stat!
  • Magic resistances - shows percentage amount of resistance to magic spells (maybe not only creature's, but the Player spells too?). If there would be many types of magic, so there could be many percents one by one divided by slash like here: 15/20/20 (for example: fire/water/light). If something will reach 100% that means creature has immunity to magic spells, nothing can damage it. Not accumulate with Overall stat!
NOTE: Rasmus proposed to not use magic resistance stat and have it only for abilities, however I think showing all resistances in one stat that belongs to Defense category will be easier to find. Abilities don't show every resistances, You would have to search for them all if You want to know all creature's resistances. Of course abilities still should show us what resistances gives to the creature.

Status: Shows what creature is actually doing as a bar between power/resistance stat icons in the middle of Bottom bar. Locked mode shows additionally:
  • Location - shows on what tile (room, it's lair, path, bridge etc.) creature is at the moment. What's more! If creature is in dungeon the status name's appearance looks normal (white colored), but when creature's in Overworld the status name is colored on green!

Dodge from melee attacks: The 2nd icon from the right side of the bottom section - replacement for accuracy (Why? Because some of the creatures should be harder to hit by specific type of attacks, accuracy can dealt damage with chance to miss the enemy for every kind of enemy simultaneously - Impanzee is much swifter than Cyclotaur, but accuracy won't distinguish that). It always shows as a creature's Armor icon.
Dodge tells about percentage chance to avoid enemy's attacks, makes enemy's attack missed. The difference between Dodge and Chance to Block is that second one needs blocking item (shield) and the block needs from Your creature a time to block, shows animation of blocking creature, Dodge not affect creature, spell just miss (can hit other creature in range behind dodging creature(?)). If there would be skill that makes creature invulnerable to any attacks, dodge rate reaches 100%, creature than is indestructible. Locked mode shows additionally:
  • Overall - shows percentage chance to avoid enemy's melee attack.

Dodge from range attacks: The 1st icon from the right side of the bottom section - it's analogical to Dodge from melee. It always shows as Target Sign icon (still can depends on creature's appearance/origin etc).Locked mode shows additionally:
  • Overall - shows percentage chance to avoid enemy's range attack.


If it comes to Accuracy that Rasmus proposed - Maybe we could give this stat, but only for skills/abilities? The lighting is much faster than fire ball, hits immediately if caster aimed enemy well. Accuracy than can affect Dodge ratings. For example creature with 5% Dodge is attacking by lighting spell that has 95% Accuracy, that means attackers hits with accuracy decreased by 5%, so attacker's move hits with 90.25% Accuracy. Fire ball spells can have about 70%, because it's slower, so easier to dodge it. IMO as fast is a spell as hits tighter. I think airborne creatures can have very high Dodge rating of melee attacks, but melee units can have abilities that would decrease harshly that high Dodge ratings. Thanks to this specialized units will be more valuable. Melee or projectile non-ability skill could have always for everyone 100% accuracy.



Full RPG in strategy game, I love that!
What do You think about this modification?
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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#2
I like this card a lot. Yeah some graphics in the card would need some changes so that it fits the rest of the game, but the layout is really nice! Hmm, I was thinking about the skills.. I sort of had the idea that a skill with be unlocked with the level of the character, so one new skill at level 1, 4, 7, 10.
I can do the character image in 3D, but we will see, I think I will have to test it out and see how it looks Smile
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#3
(26-11-2013, 10:16 AM)Rasmus Wrote: I sort of had the idea that a skill with be unlocked with the level of the character, so one new skill at level 1, 4, 7, 10.

This makes a lot of sense seeing how that is the traditional mechanic for games like this. Had you considered having those skills rank based on performance? For instance, I have a Dark Dwarf with a combat skill just acquired from leveling. The more I put him into battle the stronger that skill becomes. This would be kind of like some RPGs where you get a spell and the more you use it, the more powerful it becomes, or it will level up after so many uses and become stronger or have additional affects.
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#4
Oh yeah, that is a cool layout Sebt. Where did that come from?
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#5
(26-11-2013, 10:16 AM)Rasmus Wrote: I like this card a lot. Yeah some graphics in the card would need some changes so that it fits the rest of the game, but the layout is really nice! Hmm, I was thinking about the skills.. I sort of had the idea that a skill with be unlocked with the level of the character, so one new skill at level 1, 4, 7, 10.
I can do the character image in 3D, but we will see, I think I will have to test it out and see how it looks Smile

That's good idea. Will remind DK skill-getting mechanism. Smile
Also we could experiment with unlocking skills by stats, some stuff could raise different stats that could give a creature some fancy skills - that could even give the possibility to make or find rare items that can give certain skills, but only for creatures that could achieve requirement if strength amount or defense etc.

Moreover, could it be for example that creature could have two or more ways getting the skills. Some of the skills could be gained that gives strength, other tree twig can give more defense point - also it would make sense if creatures that are created by us has different stats, but has the same specie, not big differences of course. About choosing skills for them they could be automatically choosen by creature when lvl up, but You could unattache auto mechanism and decide what skills it should have.

(26-11-2013, 05:07 PM)Mello Tonin Wrote: This makes a lot of sense seeing how that is the traditional mechanic for games like this. Had you considered having those skills rank based on performance? For instance, I have a Dark Dwarf with a combat skill just acquired from leveling. The more I put him into battle the stronger that skill becomes. This would be kind of like some RPGs where you get a spell and the more you use it, the more powerful it becomes, or it will level up after so many uses and become stronger or have additional affects.

So called "skilling"? Nice idea Melo. Smile
I thought about that too. I came to conclusion that confused me - when creature has more than one skill - for example fireball (which we would like to skill the most - unless we wouldn't have training room only for magic/ranged attack moves), how would that creature use this spell the most, with the highest frequency, creature would need to know the enemy's weaknesses and attack then for example a threant because it has no protection from fire... intelligent units, intelligent buffs, attacks, defenses... sounds cool! Maybe it's worth to think about that? Then we could chose the enemy that our creature would hit with fireball the most frequently, so train the skill which we would like to train. Smile

This skilling mechanism would really hurt the player's head - "what I should do to win the battle with his creatures?"
The strategy would be very important. For me it's a good way to not throw creatures as cannon meats, but would us specialists of killing the enemy.

(26-11-2013, 05:07 PM)Mello Tonin Wrote: Oh yeah, that is a cool layout Sebt. Where did that come from?

I couldn't found any proper card that would fully give me that I would like to see in the game, so I made it from different sources. The frame however came from this realm:
[Image: thorin-oakenshield.png]
Also that card scheme and layout looks nice too:
[Image: warhammer-invasion-card-gustav-the-bear.png]
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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#6
(26-11-2013, 05:50 PM)Sebt Wrote: That's good idea. Will remind DK skill-getting mechanism. Smile
Also we could experiment with unlocking skills by stats, some stuff could raise different stats that could give a creature some fancy skills - that could even give the possibility to make or find rare items that can give certain skills, but only for creatures that could achieve requirement if strength amount or defense etc.

Having the stats unlock skills would be nice. But there is one problem, the stats increases in the same way with the levels, so reaching att 30 would be the same thing as reaching level 4 for example. The only way I would see this working is if the player were able to choose which stats the creature should increase in, and that may be to much micro management.

On the other hand, having items that increases the stats is something I plan to implement, but it would better if the items gave the skill instead of the item giving stats that then give the skill, I feel like that could be a little bit messy..

One thing I came to think about now when we are talking about this is something I presented at the Indiegogo campaign, the classroom. That creatures would be able to teach other creatures various skills. Not the high level skills but some of the smaller once. Either way I will have to wait a little longer before implementing the classroom because I need to get all the skills working first, and if a wizard for example is to learn out a fireball skill to a creature, this creature would have to have the spell casting animations as well. So for each new skill I may have to do a new animations for all the creatures that will be able to learn it.
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#7
(26-11-2013, 05:50 PM)Sebt Wrote: when creature has more than one skill - for example fireball (which we would like to skill the most - unless we wouldn't have training room only for magic/ranged attack moves), how would that creature use this spell the most, with the highest frequency, creature would need to know the enemy's weaknesses and attack then for example a threant because it has no protection from fire... intelligent units, intelligent buffs, attacks, defenses... sounds cool!

I was thinking that let's say you had a spell caster like what you were talking about...say they had Strike(melee/CD:1.5sec), Fireball(cast/CD:20sec), Fire Shield(cast/CD:180sec-DUR:75sec) just to start off with. The skill point gain would have to be weighted. It would take more skill points to level up Strike than Fireball and in turn Fire Shield. The unit would attack with whatever was available with the strongest/most useful according to the target.

(28-11-2013, 03:31 PM)Rasmus Wrote: creatures would be able to teach other creatures various skills. Not the high level skills but some of the smaller once. Either way I will have to wait a little longer before implementing the classroom

The Classroom would be awesome! It reminds me of a feature in a game I played called Cultures where once your civilians learned a profession, then other civilians could be assigned to the School and learn that profession. There wasn't a degree of proficiency included in professions, but I could see here like say a caster learns a new spell their counterparts could learn that spell from them without having to acquire it through combat or leveling. Depending on the skill level of that spell, the training's speed could be determined on how proficient the teacher was with the spell; so lower skill levels would cause the spell training to go slower than if it were from someone with a higher skill level.
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#8
(28-11-2013, 03:31 PM)Rasmus Wrote: Having the stats unlock skills would be nice. But there is one problem, the stats increases in the same way with the levels, so reaching att 30 would be the same thing as reaching level 4 for example. The only way I would see this working is if the player were able to choose which stats the creature should increase in, and that may be to much micro management.
On the other hand, having items that increases the stats is something I plan to implement, but it would better if the items gave the skill instead of the item giving stats that then give the skill, I feel like that could be a little bit messy...

Yea, that's a problem. For me, for every problem is solution! Big Grin So maybe that will solve that:
The solutions for getting 30 attack before reaching level 4 can be two together or separately:

  1. creatures in the same type has different stats at the start of being created/spawned in the game by player or game. For example our 1st Dark Dwarf (DD) has 5 attack, 2nd DD has 10 attack - now we have two ways how they would get stats (together or on of them would be enough, but both together could creates very good, precious warriors):
    • stats will be added lvl by lvl depending on creature's Specialization that can be various to each of creature in the same specie (like natures I presented in "Creature's Natures & Ability Tree System", but let's change it for this discussion). So for example DD with "Strong Muscles" Specialization level by level gets 2 attack points more than any other DDs that has different than Strong Muscles abillity. Strong Muscles can raise attacks, but decrease by 1 point defense stats.

      Example (second DD has got True Defender Specialization that is opposite to Strong Muscles), let's say for every DDs their 1st level of attack (A) stats are in range of 5-20, defense (D) 40-55 etc, melee dodge (MD) 10-19, range dodge (RD) 12-21 and let's say that for each next level DDs gets 10+X points of A and D stats and 3+Y MD and 2+Y RD, where X is 20% of overall A or D or MD or RD it's for distinguish weak and strong very clearly!
      .·:·.So.·:·.
      • for our 1st DD game gives these stats: lvl1 -> 5 A, 33 D, 9 MD, 7 RD -> Specialization: Strong Muscles
      • for our 2nd DD game gives these stats: lvl1 -> 10 A, 30 D, 8 MD, 8 RD -> Specialization: True Defender

        As we can see DD has not good stats regarding to theirs Specializations, but that's a not a problem to get them stronger, more important are DD's Specializations not basic stats. Why? Because for example Specialization: Strong Muscles gives additionally 5 points to A, but decrease D by 3. So first DD will get 15 A and 7 D stats by per level, second DD gets 7 A and 15 D per level - if creatures would have Skills Tree, they could AUTOMATICALLY depending on what stats creatures gets the most relevant Tree Branch, so 1st DD will go for Attack Skills Branch where are there mainly Attack Abilities, the 2nd Skill Tree Branch will go for Defense Skills - that will decrease micromanaging the skills by player (solves than another problem that was discussed in topic "Creature's Natures & Ability Tree System").

      .·:·.So.·:·. on the 2nd, 3rd and 4th level:
      • 1st DD Attack: lvl2 -> 5+(20%*5)+(10+5)=21, lvl3 -> 21+(0.2*21)+(15)=40.2, lvl4 -> 40.2+8.04+15=63.24 - as You can see 30 A was reached at 3rd level not 4th.
      • 2nd DD Attack: lvl2 -> 10+(20%*10)+(10-3)=19, lvl3 -> 19+(0.2*19)+(7)=29.8, lvl4 -> 29.8+5.96+7=42.76 - as You can see 30 A was reached at 4th, despite of higher basic amount of attack than 1st DD. What I didn't show here is that that one has much bigger Defense stats.
  2. Passive skills that gives relevant for us stats per level, but in my opinion if only they would exist (without point 1.) as Rasmus said we would have a mess.

What about magical creatures? I upgraded idea, check the the first post in Bottom section - Secondary Stats & Status. Magic creatures don't need stronger defense or attack, but more powerful spells (that power could be raises thanks to higher Magic Power (this factor could strengthen every skills/abilities effects), but of course something like Battle Mage could exist - maybe our enemy have many resistant to magic units, so what now? Big Grin We could make for them Magic and Battle Skills Tree Branches.

As You see I decrease micromanagement to zero, all goes automatically and You can have really various warriors. If even Dark Dwarf could be stronger with added attack items and with attack skills than Cyclotaur why not? All units should be useful, even in the last campaign map or any hard game! Of course it doesn't mean that in some battles Cylotaur could be worst, because his skills, speed, resistances could be better etc.

(28-11-2013, 03:31 PM)Rasmus Wrote: One thing I came to think about now when we are talking about this is something I presented at the Indiegogo campaign, the classroom. That creatures would be able to teach other creatures various skills. Not the high level skills but some of the smaller once. Either way I will have to wait a little longer before implementing the classroom because I need to get all the skills working first, and if a wizard for example is to learn out a fireball skill to a creature, this creature would have to have the spell casting animations as well. So for each new skill I may have to do a new animations for all the creatures that will be able to learn it.

Hmm, but for example Fishman could tech fire magic creature water attacks? On what will it depends what spell can or cannot a creature learn from others? If You're think about various not high level skills You mean that like an arrow strike or slash, not specified to a certain creature's type of powers, but that every has as basic and common? Classroom name sounds funny, but a little fluffy, but maybe in Academy they could learn spells? Tongue

(29-11-2013, 05:37 AM)Mello Tonin Wrote: I was thinking that let's say you had a spell caster like what you were talking about...say they had Strike(melee/CD:1.5sec), Fireball(cast/CD:20sec), Fire Shield(cast/CD:180sec-DUR:75sec) just to start off with. The skill point gain would have to be weighted. It would take more skill points to level up Strike than Fireball and in turn Fire Shield. The unit would attack with whatever was available with the strongest/most useful according to the target.

Hmm instead of skillpoints I thought about that what I wrote from the top of this post, so amount of a skill (for example. attack) would depends on the next unlocked spell.

Another think - the Attack Spell could be added for every kind of attacks. Which means - as short is Speed of damaging spell/melee or range attack as it more decreases target dodge? Most of melee attacks could be really fast, but ranged needs some time to hit. Dodge still has sense here of course, because it describes basic ability to avoid attacks.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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#9
I like where you were going with this Sebt, but I don't know so much about having characters spawned with random attributes. I kind of like having to build a character to meet certain requirements. Taking your DD example...Instead of it being so random, being able to dedicate skill points in order to attain a specialization like the 'True Defender' would be nice so let's say I make these at a 1:5 ratio for example while the others have the 'Strong Muscle' specialization. This way I have a kind of Tank with a backup of Melee 'Scrappers' for support.
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#10
(30-11-2013, 08:48 AM)Mello Tonin Wrote: I like where you were going with this Sebt, but I don't know so much about having characters spawned with random attributes. I kind of like having to build a character to meet certain requirements. Taking your DD example...Instead of it being so random, being able to dedicate skill points in order to attain a specialization like the 'True Defender' would be nice so let's say I make these at a 1:5 ratio for example while the others have the 'Strong Muscle' specialization. This way I have a kind of Tank with a backup of Melee 'Scrappers' for support.

OK then, let's change it a little.

Specialization:
  1. is now changed for a Passive skill that can be named for example as Specialization: True Defender and Specialization is set no more as was at the beginning of creature's spawn.
  2. excluding raising (and decreasing another) certain skill points teaches computer to set skills in ratio 1:5, so for example 20% will be in the end Attack skills and 80% Defense skills.
  3. can be choosen from various specializations manually... or automatically by computer with specific ratio - auto is set as default, but can be unchecked. If the player won't uncheck that after reaching by creature lvl2 computer will set a relevant Specialization for creature's predispositions (Specialization could - or maybe not? - be changed during the game manually).
  4. predispositions means: if the creature has higher certain stat than aritmetic mean of that stat of every creature in that creature's specie, it has bigger predisposition to be for example a tank, so has bigger defense which will be gained more lvl by lvl thanks to for example Specialization: True Defender - knowing that computer after 2nd level will choose True Defender, not another specialization.

This system will eliminate skill points because each skill will need certain amount of stat points, don't need to have skill points so.
This is why random stat points attaining is important here, makes game a little hardr, because maybe we would have very strong creatures, but we're getting still ccreaturs with more defensive or attack stats that can't reach maximum. We humans have hr same problem, some gets better genes, some train brain better, some muscles etc. Tongue
Also this choosing could be affect by items, but maybe just leave that choosing only for basic stat points not gained by items/spells etc.

Specialization description has been added to main idea presentation in this thread.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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