In. Sending stat allocation now.
In. Sending stat allocation now.
My game on Civfanatics could use a few more!: MNOTW XVII: The Cursed Blade!
In. Will try to get stats sent tonight.
Always meet on the level, act by the plumb and part on the square.
2B1ASK1
I'm interested in the concept, but I'm concerned that the battle system is a little too simplistic.
In the end, everything is going to come solely down to your stats, and since battles are based on damage output and not hit points, I could potentially game the system by putting all of my points into a single offensive stat.
For instance- say I put all 40 starting points into Lightsaber attack. The standard player is going to put on average only 10 points into lightsaber defense - let's assume it's exactly 10. Then I deal 30 damage, and my opponent's score is based on their combined lightsaber and force attacks. The only way for them to match me in damage output is to put no points into Force defense - and even then he can only tie me.
In fact, it is the same for ANY stat spread as long as I put all of my points into a Lightsaber attack. I win if my opponent puts any points into Force defense; I tie if my opponent puts 0 points into Force defense. So with such a stat spread using this system, I cannot lose, ever.
You could potentially fix this balance issue in a few ways:
-Add an HP stat.
-Add a Speed stat or some sort of "dodge mechanic" (introduces an element of randomness into the battles).
Keep your friends close, and your enemies closer: The Gameroom
Alternatively, I could implement a restriction that mandates balance (e.g. the highest stat cannot be more than 200% the value of the lowest stat). I don't want to make the combat system overly complicated, for my own selfish reasons (limiting the time constraint on myself).
Last edited by Zack; 01-08-2013 at 02:31.
Actually, sorry to say that doesn't fix anything.
Using your example, I take the following stat spread:
LA:16
LD:8
FA:8
FD:8
(Note that by example your 200% rule is actually similar to a hard stat cap at 16 - I can't make a stat any higher than this at the beginning of the game)
Now, against a player with 16 LD and 8 FD, we necessarily have a tie at 0 damage for each player. For each point you remove from LD, I will deal another point of damage, and my opponent can put points in either LA/FA (which will give them a point of damage on me) or FD (which will do nothing useful). At best I win, and at worst I tie.
So I won't be winning by a huge margin and it's a little more subtle, but I can still game the system and effectively never lose.
I totally understand wanting to limit the number of calculations you have to do for each battle, but unfortunately there's a reason that even relatively simple RPG battle systems are often quite complex.
Last edited by Chaotix; 01-08-2013 at 02:58.
Keep your friends close, and your enemies closer: The Gameroom
How could it be fixed, then? Is there any other way besides adding more stats?
Rock Paper Scissors approach. LA beats FD, FD beats FA, FA beats LD, LD beats LA. Spending points forces the battle in your favor while betting the other player isn't spending points.
Yes, I am afraid that now battle system is flawed.
Maybe make 3 types of stats instead of 4, and go for Rock Paper Scissors for them?
Or even get each player to decide which kind of attack they use this time, before every fight?
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