StendhalRefactoringRP: Difference between revisions
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{{Navigation for Stendhal Top|Developing}}
{{Navigation for Stendhal Developers}}
{{Likely Outdated}}
{{Ideas for Stendhal}}
We need a rebalance of the RP system so it is playable and fun for both newbiews and high levels.
We have to talk about several things here:
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* range
* shield
ChadF also suggested another type of weapon skill system that you can review [[Ideas:chad3f|here]]
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We want to avoid the situation of having to add items to monsters for them in order to combat, so we need to find a way of making compatible both systems ( the above one with the actual ATK/DEF one ).
We need to design the system to avoid campers:<br>
[[File:Stendhal 0.39 campers.jpg]]
<br><small>Image: Campers training in Stendhal 0.39</small>
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Combat right now works as follows:
# We compute the ''risk'' to hit the target, using their ATK and DEF attributes-
# If risk>0 then we compute if the target blocks the attack, or how much damage the target
The formula looks like:
<pre>
risk_to_hit =
if risk_to_hit > 0:
where: speed_effect = 1.0 - 0.5 * speed_part * level_part^2;
where: speed_part = 8 / (source[ATTACK_RATE] + 3.0);
level_part = 1.0 - (target[LEVEL] + 5) / (1.2 * (source[LEVEL] + 5));
damage = (
</pre>
There's also small karma effect for both the hitting chance and damage.
See that it is very important the ATK and DEF value, but that you can also get big improvements using weapons, armors, shields, etc...
The
Creatures are balanced without items, and have constant item DEF of 0 and item ATK 5.
===Range Combat===
* We have a
* Weapon is
*
<pre>
ranged_damage = distance_modifier * normal_damage
where:
if range = 0
else
distance_modifier = 4 * (distance / out_of_range - distance^2 / out_of_range^2)
where:
out_of_range = max_range + 1,
</pre>
Thus <code>ranged_damage</code> reaches the normal maximum damage at middle range, and drops to 0 at maximum range + 1. The point blank case is treated specially to avoid archers being completely helpless at melee.
==Tactics slider==
As a more or less easy to implement feature I (Zuse) suggest tactics sliders. A single (or more) slider(s) which can be adjusted by the player during the game.
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==Magic==
{{TODO| update/replace with [[Ideas_for_Stendhal/Magic]] which is the current working document for magic ideas}}
Magic will be mana based, with each spell costing mana.
Also you can have written spells that don't cost mana, but that vanish after they have been used.
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[[StendhalRefactoringClassBasics| Class Basics]]<br>
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[[StendhalRefactoring| Back to stendhal refactoring page]] <br>
[[Stendhal | Back to Stendhal main wiki page]] <br>
[[Category:Development]]
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