[Crossfire-wiki] [Crossfire DokuWiki] page added: user:ryo:balance

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Sun Jan 2 05:28:51 CST 2011


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Date        : 2011/01/02 05:28
User        : ryo
Edit Summary: created

==== Spells ====
  * for each spell, define a base spell, and how parameters like damage, radius, duration are adjusted by level
  * for each parameter type, define modifier words, like ''small'', ''large'', ''quick'', ''long'', ''strong'', ''weak''
  * let the player specify modifiers when casting
  * parameters have a weight, modified by the previous words, those weight define the level repartition between parameters

Example with fireball, level 1 spell:
  * base damage 1, base radius 1, base duration 1 (arbitrary units)
  * damage: 3 per level
  * duration: 1 per 3 levels
  * radius: 1 per level

Thus fireball has 3 adjustement variables.

At level 10 (9 levels over base level), the fireball can be:
^ modifier ^ damage weight ^ duration weight ^ radius weight ^ damage ^ duration ^ radius ^
| (none) | 5 | 5 | 5 | 1 + (9 * (5/15)) * 3 = 10 | 1 + (9 * (5/15)) * 1/3 = 2 | 1 + (9 * (5/15)) * 1 = 4 |
| small | 5 | 5 | 0 | 1 + (9 * (5/10)) * 3 = 14 | 1 + (9 * (5/10)) * 1/3 = 2 | 1 + (9 * (0/15)) * 1 = 1 |
| long | 5 | 9 | 5 | 1 + (9 * (5/19)) * 3 = 8 | 1 + (9 * (9/19)) * 1/3 = 2 | 1 + (9 * (5/19)) * 1 = 3 |
| longest | 5 | 100 | 5 | 1 + (9 * (5/110)) * 3 = 3 | 1 + (9 * (100/110)) * 1/3 = 4 | 1 + (9 * (5/110)) * 1 = 1 |
| strong | 9 | 5 | 5 | 1 + (9 * (9/19)) * 3 = 14 | 1 + (9 * (5/19)) * 1/3 = 2 | 1 + (9 * (5/19)) * 1 = 3 |
| strongest | 100 | 5 | 5 | 1 + (9 * (100/110)) * 3 = 26 | 1 + (9 * (5/110)) * 1/3 = 1 | 1 + (9 * (5/110)) * 1 = 1 |
| quick strong | 9 | 0 | 5 | 1 + (9 * (9/14)) * 3 = 18 | 1 + (9 * (0/14)) * 1/3 = 1 | 1 + (9 * (5/14)) * 1 = 4 |

and so on. Modifiers can be combined (''quick strong'' for instance).

List of modified should be correctly defined (suggestion: 4 modifiers per parameter, weakest / weak / strong / strongest)

==== Resistances and attacks ====
  * define exactly what effects the attacktypes have:
    * chaos?
    * magic?
    * cold: slow a monster? make ground slippery?
    * fire: melt armors?
  * define what effect the associated resistance, if it exists, has: reduce effect? reduce damage? cancel effect?
  * decide which attacks apply to arrows: draining? what about spells like transference on arrows?

==== Monsters and players ====
  * define player evolution when leveling: how does hp go up? what is the constitution bonus's impact?
  * for dragon players, how do ac go up? wc?
  * what is the expected resistances of a level 5 player? level 10? level 50? level 110?
  * from all that, balance armors and weapons, including item power
    * scale up item power, what about values at 30?
  * define wc for bows and missile weapons
  * define monster leveling up rules: how many hps to gain? what about hp regeneration?
  * define some level 1 monsters, apply the leveling rules to create higher level monsters ; assume eg an archangel is a levelled up cherub, see what happens, adjust
  * specify rules for special attacks: poisoning, confusion or paralysis at low level are more dangerous than mere fire attacks, but at high level they are less dangerous
  * decide maximum reachable resistances: can a player have resistances in all attacks?
  * extract enough code to be able to simulate player vs monster fights ; this should take into account items the monster can have through treasures (if the monster has an ac of 1 but always an armor ac 3 in treasure, then that should count) ; check existing monsters

==== Maps, items, skills ====
  * check special items and monsters on maps against the previous rules
  * balance alchemy-like things: what level should one be to make an item? take into account ingredients' difficulty
  * create quests to gain skills, instead of skill scrolls
  * create "big" quests lines, like the royalty in Scorn
  * use quests to introduce the game, the rules, the background story

==== Random ideas ====
  * make artifacts on-the-fly archetypes during server load, save them as "real objects" ; this enables changing them and impact the existing ones in-game ; balance artifacts with previous rules


IP-Address  : 82.236.87.204
Old Revision: none
New Revision: http://wiki.metalforge.net/doku.php/user:ryo:balance

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