Stabilis
Member
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As you can tell, gameplay is in crisis because battles are un-enjoyable to the full extent since low health on players is being depleted much faster per turn than in Delta. Health needs to be raised to suitable numbers for players to be able to enjoy a full battle. A common suggestion by players was to base health by level, and I agree, and that is what this suggestion is. The logic is very simple. We just need suitable starting amounts at level 1, and then a suitable ending amount at our max level of level 35. Stat points can be added to health with this suggestion... I have no comments for that though. Health will be decent without stat points here so I would find it redundant in many ways. Anyways, between 40 and 50 was the base health in Delta, but this is not Delta. Less stats to Dexterity and Technology everywhere means more influence from weapon damage which has not changed on each level. 40 to 50 health is acceptable in Omega to at level 1 because there barely are any stats to count anyways. So at level 1 the Tech Mage and Blood Mage could start with 40 health, Bounty Hunter and Cyber Hunter starting at 50 health, and Mercenary and Tactical Mercenary at 60 health. I used 50 health as the mean/median just because (symmetry). What takes more consideration is how much base health a max level player should have... so what would it be? Honestly this is up for debate but if players are damaging for 20 to 40 health at a time we need to provide enough health to last them a decent amount of time in battle. The longer the battle the more equalized the outcome is. But how long is too long? This is up for debate because what you would be interested in looking for is how long until all of a player's resources in battle are exhausted. That means you have to pay attention to player energy and how long until player's use up their energy reserve but also any other dispensable resources like 1-use items or skill cores. This is a massive range between the player base and honestly I would need to refer to battle tracker for this info. But in my opinion, a fair number would be a mean/median of 180 health. Therefore at level 35, Tech Mage and Blood Mage could end at 160 health, Bounty Hunter and Cyber Hunter ending at 180, and Mercenary and Tactical Mercenary at 200 health. If this is too much the average can be dropped to 150 instead of 180. What we are looking for is not a short battle, but not a long battle. I realize these numbers are really high and you have never played with these for health like it was normal but you have to trust me here. Remember, more health! Level scaling, or level increments, would look like this: Data Spread / Data Spread 2 f(x) = ROUND ( startHealth + ( endHealth - startHealth ) / ( numOfLevels - 1 ) * ARRAY ( 0 : numOfLevels - 1 ) ) ; 0 decimal place ) [another change to the formula was made on 7:40AM 8/2/13]
< Message edited by Depressed Void -- 2/8/2013 7:49:43 >
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