Stabilis -> RE: =ED= Balance Discussion VIII (5/9/2012 23:11:40)
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@Goony, -from my post regarding rage- quote:
I read your changes to how rage works and one thing that stood out was that you are basically doubling the time it takes to gain rage... The increase would be counter productive to offset tanks as currently it takes 4-5 turns to rage vs what you are proposing by making it take 10 turns to get rage... Hmm, well if Goony believes that the calculations of my suggestion are out of range (making rage occur much later on) then I better perform some simulations and make appropriate changes. Simulation 1: Bounty Hunter (34) vs Tactical Mercenary (34) PlayerI: 22-27 +5 -1 Defense / 19-23 +5 -1 Resistance / 60 Support / Total Rage Meter = 315 points ~ Bounty Hunter PlayerII: 20-24 +11 +9 +1 Defense / 40-48 +1 Resistance / 45 Support / Total Rage Meter = 315 points ~ Tactical Mercenary Turn 1: PlayerI gains (20 + 11 + 9 + 1 + 40 + 1) rage, gains a Support bonus to rage of 15, Strikes... (current rage meter: 97 of 315) Turn 2: PlayerII gains (22 + 5 - 1 + 19 + 5 - 1) rage, gains a Support bonus to rage of 11, Sidearm... (current rage meter: 60 of 315) Turn 3: PlayerI gains (20 + 11 + 9 + 1 + 40 + 1) rage, gains a Support bonus to rage of 15, Strikes... (current rage meter: 194 of 315) Turn 4: PlayerII gains (22 + 5 - 1 + 19 + 5 - 1) rage, gains a Support bonus to rage of 11, Auxiliary... (current rage meter: 120 of 315) Turn 5: PlayerI gains (20 + 11 + 9 + 1 + 40 + 1) rage, gains a Support bonus to rage of 15, Strikes... (current rage meter: 291 of 315) Turn 6: PlayerII gains (22 + 5 - 1 + 19 + 5 - 1) rage, gains a Support bonus to rage of 11, Field Medic... (current rage meter: 180 of 315) Turn 7: PlayerI gains (20 + 11 + 9 + 1 + 40 + 1) rage, gains a Support bonus to rage of 15, RAGE Sidearm... (current rage meter: MAX) → PlayerI's 4th turn Turn 8: PlayerII gains (22 + 5 - 1 + 19 + 5 - 1) rage, gains a Support bonus to rage of 11, Sidearm... (current rage meter: 240 of 315) (PlayerII would have rage on their 6th turn) Simulation 2: Tech Mage (30) vs Tactical Mercenary (34) PlayerI: 20-24 +9 -4 Defense / 30-36 Resistance / 50 Support / Total Rage Meter = 295 points ~ Tech Mage PlayerII: 18-22 +11 -1 Defense / 23-28 +9 -1 Resistance / 125 Support / Total Rage Meter = 315 points ~ Tactical Mercenary Turn 1: PlayerI gains (18 + 11 - 1 + 23 + 9 - 1) rage, gains a Support bonus to rage of 13, Malfunction... (current rage meter: 72 of 295) Turn 2: PlayerII gains (20 + 9 - 4 + 30) rage, gains a Support bonus to rage of 31, Auxiliary... (current rage meter: 86 of 315) Turn 3: PlayerI gains (18 + 11 - 1 + 23 + 9 - 1) rage, gains a Support bonus to rage of 13, Malfunction... (current rage meter: 144 of 295) Turn 4: PlayerII gains (20 + 9 - 4 + 30) rage, gains a Support bonus to rage of 31, Auxiliary... (current rage meter: 172 of 315) Turn 5: PlayerI gains (18 + 11 - 1 + 23 + 9 - 1) rage, gains a Support bonus to rage of 13, Malfunction... (current rage meter: 216 of 295) Turn 6: PlayerII gains (20 + 9 - 4 + 30) rage, gains a Support bonus to rage of 31, Auxiliary... (current rage meter: 258 of 315) Turn 7: PlayerI gains (18 + 11 - 1 + 23 + 9 - 1) rage, gains a Support bonus to rage of 13, Malfunction... (current rage meter: 288 of 295) Turn 8: PlayerII gains (20 + 9 - 4 + 30) rage, gains a Support bonus to rage of 31, Auxiliary... (current rage meter: MAX) → PlayerII's 4th turn (PlayerI would have rage on their 5th turn) Goony, from what I can tell, using the given information from the given suggestion, players would in fact get rage as often as they would right now if the average amount of time to rage is 4-5 turns. I would make another simulation using player levels 10-15 but I should be able to expect similar results.
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