Andreas Vogl wrote: > > Okay, we could add it later. When there is a running system > with 200 "duration points" though, it will be a lot harder > to make that change. OTOH if the 200-system works fine, > we might not need to change it. Probably shouldn't be too hard to add later on. A bit more work, but there shouldn't be too many places where this would need to get changed. > > Yes, that's true. I didn't quite think about that. > I just wonder if it is even possible to balance the time your > equipment lasts between high and low levels when all items > have the same "duration"? Probably not perfectly. Since items will get damaged less for lower level players, it won't cost them as much (depending on the difference in the rate). Of course, this could be pretty meaningless - if it is just gift items, what may end up happening is the low level characters keep half the items given, and sell the other half to cover repair costs. > > Where do you make the transition so that a lowlevel can > fight orcs for an hour and a highlevel can fight dragons > for an hour - and both end up with equipment equally damaged? > Keep in mind that high levels receive both more hits and > slightly higher damage. Depends on how the chance that determines how items get damaged. Hard to say how this will really work out until it is tried out. IF something like the sqrt of the damage is factored in for chance, that should help. Also, could do something like if chance value is less than 2, don't even bother making a check, so that lots of dinky hits (which are more likely to happen at low level) are less likely to damage equipment. That sort of fixes some complaints about things like rats damaging your equipment. The hardest part will be trying to balance these values.