[CF-Devel] Stats adjudication
crossfire-devel-admin at archives.real-time.com
crossfire-devel-admin at archives.real-time.com
Tue Jul 29 09:45:30 CDT 2003
As far as race/class faces. I would agree that race is visible and should
be used over class. I'm also thinking, though, if we can get the artists
together -- have different faces for each race/class combination. just my
$0.02.
----- Original Message -----
From: "Todd Mitchell" <
temitchell at sympatico.ca
>
To: <
crossfire-devel at lists.real-time.com
>
Sent: Tuesday, July 29, 2003 9:42 PM
Subject: Re: [CF-Devel] Stats adjudication
>
>
>
> I'll note that if we decide to go to a point based system, one could
>
start
>
> re-thinking much more than just points for stats.
>
>
>
>
Are you on the road to Crossfire 2.0 here? I'm not advocating this, just
>
pointing out that if you are going to do some breaking it is beter to do a
>
big break cleanly than a bunch of little breaks.
>
>
>
>
>
> As for stat system, presumably the idea of 'all players start with the
>
same
>
> stats' is meaning something like, you get 18, 17, 16, 15, 14, 13, 12 (or
>
> whatever) and let the players arrange them?
>
>
>
>
Well I meant more like 12 12 12 12 12 12 12 (this is two points above
>
average if natural max is 20 BTW)and get say 5 points to add and I like
that
>
idea of limited point transfer idea where you can move an additional 10 or
>
so existing points around.
>
This could give you 15 8 15 16 10 17 9 or 20 16 15 9 12 8 9
>
>
> that seems a bit boring to me - one could look at one of the other
>
proposed
>
> systems and say 'well, that system basically costs X points. So why not
>
just
>
> give them X points to do as they want?'
>
>
>
>
No real reason. This way might be quicker and have a nicer interface is
>
all. I think that it amounts to the same thing really - assigning the
>
initial points just saves you a bit of time I think - you should still be
>
able to get the same results you want depending on how many points you let
>
people move around. Presumably if the maximum is 20 few people will want
>
stats much lower than 5 (if they do then the penalties for low stats
aren't
>
good enough).
>
>
> Now if one was going to re-do the stats, one could even take it
further
>
and
>
> re-do the stat tables. Right now high stats are very important,
because
>
at
>
> around 20, the bonus really start jumping up (for grace, for example, a
21
>
gets
>
> you a 10 bonus. a 24 gets you a 20 bonus. From 11 to 20, the grace
bonus
>
just
>
> goes up one at a point.
>
>
>
> One could just completely smooth the tables, ala AD&Dv3. If that was
>
done,
>
> you could remove all stat limits (90 strength? Fine.) This would
>
probably make
>
> things a bit more interesting in fact - do you get for that 34 int but
>
only 26
>
> pow, or do you go for 30 int and 30 pow?
>
>
>
>
On the one hand if you remove or raise the limit you will extend the value
>
of all stat altering objects and the value of stat bonuses in the game
which
>
is good. On the other hand if you allow player to use these higher values
>
initially then you lower the value of these. I would say you would want
to
>
lower starting values and raise the limit to get maximum game play value.
A
>
long career of gaining stats is good for business...
>
>
>
Now on the topic of starting out, I am a big fan of using the race faces
and
>
not the class faces. I know that many people like the class faces so I
>
won't advocate only using the race ones (but come on people- race is
>
visible, class is just your skills....what if you are in your leisure
>
clothes?) and would like to see a starting option to be able to choose to
>
keep the race face or use the class one (hmnnn, or maybe a command to be
>
able to switch between them in game perhaps?)
>
>
>
_______________________________________________
>
crossfire-devel mailing list
>
crossfire-devel at lists.real-time.com
>
https://mailman.real-time.com/mailman/listinfo/crossfire-devel
_______________________________________________
crossfire-devel mailing list
crossfire-devel at lists.real-time.com
https://mailman.real-time.com/mailman/listinfo/crossfire-devel
More information about the crossfire
mailing list