Posts from Expedition: general discussions.
Auto-translated
Jokes aside, but seriously: Nebo, if you don't mind, after completing the game (or during it, if it doesn't matter), share your formulas with me. Based on yesterday's reflections, I thought that perhaps I could somehow run that game (in a different setting) which I never managed to finish because I couldn't develop the "engine". I was making it from scratch, but now I realize that I shouldn't have tried to reinvent the wheel; sometimes it's better to ride what already exists.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
It's just an unexpected patch.
The freezing effect didn't quite work out.
Which one is more convenient/interesting? One of these, or the "Shabettin/Sylvester" style?
I don't like the second one because it's too much like an MMORPG, but it's much more flexible (in this regard, the hybrid/Sylvester style is a middle ground, which I actually like).
For reference: Action Points (AP) are analogous to mana, but (roughly speaking) for non-magical actions. They are not required for regular attacks, but are only needed to use special skills.
But in general, I would rather go for the Shabeth/Sylvester version. The stats seem to work a little better there, in my opinion. Although, some combination of the first option with the Shabeth version would probably work well (in particular, I think it would be reasonable to introduce restrictions on certain builds depending on the stats).
And ideally... Koshe has already mentioned that there was an idea to abandon independently upgradeable stats altogether and tie everything to skills and abilities. Such a system could theoretically be made very flexible, but it requires a full skill tree and a huge amount of time to think it all through.
The stats have a slightly greater impact there.
Although, to be honest, I haven't conducted a clear arithmetical comparison, so I might be wrong.
Ideally... Koshe has already mentioned that there was an idea to completely abandon independently upgradeable stats and tie everything to skills and abilities. In theory, such a system could be made very flexible, but it requires a full skill tree and a huge amount of time to think it all through.
What does this mean?
"Average" (10 stamina) has 100 HP.
"Warrior" (15 stamina) has 150 HP.
"Tank" (25 stamina) has 250 HP.
A warrior is one and a half times tougher than an average unit. A tank is two-thirds tougher than a warrior and two and a half times tougher than an average unit.
First draft:
"Average" (10 stamina) has the same 100 HP.
"Warrior" (15 stamina) has 225 HP.
"Tank" (20 stamina) has 475 HP.
That is, a warrior is more than twice as tough as an average unit. A tank is twice as tough as a warrior and almost five times tougher than an average unit. The stamina cap, however, is lower.
If you look at strength, the picture seems different. Well, anyway, I need to study everything in more detail to make an adequate comparison.
If you look at it in terms of strength, the picture is somewhat different.
10 Strength - +5 damage for one-handed weapons (1/6 of the damage of an average one-handed weapon), cannot use two-handed weapons
15 Strength - +7 damage (1/4 of the damage of an average one-handed weapon) for one-handed weapons, +15 damage for two-handed weapons (if I remember correctly, 1/4 or 1/3 of the damage of an average two-handed weapon)
25 Strength - +12 damage for one-handed weapons (slightly more than 1/3 of the damage of an average one-handed weapon), +25 damage for two-handed weapons (about 1/2 of the damage of an average two-handed weapon)
In total: a stat that is of average value, primarily useful for knights and fans of two-handed weapons. The better the weapon the player finds, the less useful this stat becomes. With maximum investment, it increases damage by approximately one and a half times, but it is rarely worthwhile to increase it to such heights. If the player has to fight with sticks or other weapons that have negligible damage, then increased strength will increase it quite well.
First draft:
10 Strength - no damage bonus, cannot use two-handed weapons
15 Strength - +50% damage to all weapons, can use two-handed weapons
20 Strength - +100% damage to all weapons.
In total: this stat not only provides a greater return when leveled up, but it also does not lose its relevance as enchanted weapons are found. However, it is less useful than the corresponding stat from Dal Shabet if the player has a weapon with minimal damage.