I've been trying to work out a combat system that I'm satisfied with. The goals are:
- Many Stats with very different effects so that there are lots of different stats to use on gear
- No Stat Too Obviously Powerful so that picking stats on gear isn't too boring
- No Weapon Class Obviously Better so that you don't feel like you should always use a dagger
But when you start with different parameters, it's not so easy to just jump in with a formula. I don't want to make everything multiply by x over x + y or having everything add x% because that's what makes different stats really boring - stats will always do the same thing an once you've determined the appropriate difference between x and y or the appropriate ratio between x and y you've solved the whole system.
I have the advantage of being able to make the damage roll system extremely quirky, but I want it to make some intuitive sense even if no one will really ever see it. The basic problem I have is that things that add damage make fast weapons better, so unless I subtract as much damage as I add, fast will be better than slow. The typical thing that makes slow better is attacks that use weapon damage but not weapon speed - usually ability that have cooldowns and I don't have those.
I suppose the solution is staring me right in the face - implement abilities with cooldowns. Maybe until then I just have to accept the use a dagger paradigm.
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