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{{Likely Outdated}}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]]
<br>
<br>
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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To level up you need to gain XP by killing monsters and/or solving quests.<br>
On level up you gain HP.
==Resting==
(Idea suggested by ''Nirvana'')
It would be nice a player's ''sit'' command to heal. The player sits down, and she heals like 1 point every 10 seconds or something.
==Combat==
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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.
For example:
=== Slink---Normal---Run: ===
This slider will allow the players to adjust the speed of movement. With the following consequences;
*Slink: Players are aware of dangerous situations, they will therefore expect to be attacked suddenly (adrenalin-kick ;) ) and they slink to make no noise.
-> +10 %DEF -50% Movement speed, Creatures will start to attack/note players only if there is a very close distance (e.g. 2 tiles) between them.
*Normal: Just normal ;)
*Run: Players like to get fast from A to B (they might like to flee away). The do not take care of noise and surrounding. A attack will surprise them.
-> -10% DEF +50% Movement speed, Creatures will hear the "noisy" player and trying to attack/note the player from much farer (20-30 tiles) distances then normal.
=== Aggress---Normal---Defence: ===
This slider will allow players to adjust whether they like to attack creatures or defences themselves.
*Aggress: The player tries to slaughter the creature as fast as possible, he/she is using fancy hero-tricks, however this open weak points in the defence. Doesn't matter for real a hero which starts to become bloodthirstiness. The little scratches and wounds will be acceptable for a real hero as along as he/she is the winner of this massacre.
-> +15% ATK -15% DEF
*Normal: Again just normal ;)
*Defence: The player is under heavy attack and run out of potion. Help is coming soon from his party. Therefore, it becomes a question of time. "Ditch a hole and stick your head inside" is now the slogan :).
-> -15% ATK +15% DEF
These sliders will make it possible to run different strategies for parties and for longer campaigns. In addition the level of a player is not directly related to the DEF and ATK settings, which make it more interesting because other players do not know about the actual settings. This can help weak players to protect them better and strong players get faster rid of (boring) weak creatures.
==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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