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 Post subject: Posted: Thu Feb 05, 2009 2:55 am
 King Code Monkey

Joined: Wed Sep 01, 2004 3:05 pm
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Location: Abingdon, MD
1000.

3 against 1 should almost never be a win for the 1. The 1 would have to be extremely lucky, skilled, and be fighting on his terms for him to win.

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 Post subject: Posted: Thu Feb 05, 2009 12:53 pm
 Corpse Bride

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2216
Location: England
briefly, the way this will work is through various character stats increasing.

Consider team (1) v team (2).

Let team (1) win.

k = advantage of team (1) over team (2) = ( HP(1) * DPS(1) ) / ( HP(2) * DPS(2) )

Proportion of surviving teams hit points left at the end = 1 - 1/k

So for example, in a 3v1 battle, team A has 3x hp and 3x dps = 9x advantage. k=9. So the proportion of team 1's hit points remaining = 1-1/9 = 8/9

To balance that, we need to make k=1, by scaling up HP(2) and DPS(2).

Since it is a product of two stats, we want to sqrt(k) = 3.

eg,
Lvl 10 character: 200 HP, 20 DPS
Lvl 1000 character: 600 HP, 60 DPS

3v1 would be a balanced conflict.

I think that's too slow an incline myself. I'd imagine N ~ 40 would be more typical.

Lvl 10 character: 200 HP, 20 DPS
Lvl 40 character: 600 HP, 60 DPS

extrapolating;

Lvl 70: 1800HP, 180DPS
Lvl 100: 5400HP, 540DPS

But no it isn't that simple, but it's a good starting point. There are other relevant stats:

HP -- DPS -- Armor -- Hit chance.

Spell craft I wouldn't factor in separately because it is typically just part of DPS, nor does it amplify stats proportional to level.

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 Post subject: Posted: Thu Feb 05, 2009 1:07 pm
 King Code Monkey

Joined: Wed Sep 01, 2004 3:05 pm
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Location: Abingdon, MD
It shouldn't be about DPS, it should be about skill, both for the attacker and defender. An entity has to be able to hit another entity before DPS can be a factor.

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 Post subject: Posted: Thu Feb 05, 2009 1:29 pm
 Corpse Bride

Joined: Tue Jul 01, 2008 11:44 pm
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Location: England
Machaira wrote:
It shouldn't be about DPS, it should be about skill, both for the attacker and defender. An entity has to be able to hit another entity before DPS can be a factor.

I have listed hit chance as a factor. It probably is the most significant.

How are we going to determine hit chance / quality

miss -- glancing blow --hit -- critical hit

Will the difference between attack-defense skills slide a pointer along this scale somehow, with a dice roll added ?

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 Post subject: Posted: Thu Feb 05, 2009 1:48 pm
 King Code Monkey

Joined: Wed Sep 01, 2004 3:05 pm
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Location: Abingdon, MD
Jasmine wrote:
How are we going to determine hit chance / quality

miss -- glancing blow --hit -- critical hit

I wasn't planning on anything other than a hit or miss for simplicity.

Jasmine wrote:
Will the difference between attack-defense skills slide a pointer along this scale somehow, with a dice roll added ?

Combat resolution will simply be:

Code:
if (attacker.OffensiveTotal - defender.DefensiveTotal + randomDieRoll > 100)
{
//hit, resolve damage
}

The two totals include skill and any bonuses, magical or otherwise.

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 Post subject: Posted: Thu Feb 05, 2009 1:56 pm
 Corpse Bride

Joined: Tue Jul 01, 2008 11:44 pm
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Location: England
This is getting math heavy now
how big is the die?

How are skill points typically correlated with character levels?

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 Post subject: Posted: Thu Feb 05, 2009 2:06 pm
 King Code Monkey

Joined: Wed Sep 01, 2004 3:05 pm
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Location: Abingdon, MD
Not really, it's very easy math wise. Die rolls are d100. I was thinking the amount of skill points would be stat based. While it could be tweaked, I was thinking stat totals / 20. This would be the amount of SP gained each level.

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 Post subject: Posted: Thu Feb 05, 2009 2:14 pm
 Bibliotherapist

Joined: Wed Dec 21, 2005 6:23 pm
Posts: 6210
Location: Manchester, UK
Not sure if this would get too complicated, but something that bugs me in some RPGs is that skills can be assigned very arbitrarily from this generic 'skill point' idea. Maybe as a way around this, players get 'stat-skill points' derived from each stat (probably stat/20 to keep it in line with machs previous total ) and each skill either takes only certain stat-skill points, or you apply a heavy penalty to increase skills with the wrong stat-skill points (e.g. trying to increase a diplomacy skill with dexterity points would incur penalties, or suchlike).

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 Post subject: Posted: Thu Feb 05, 2009 2:16 pm
 King Code Monkey

Joined: Wed Sep 01, 2004 3:05 pm
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Location: Abingdon, MD
That does sound a bit complicated to try to enforce. RPGs by nature are complicated and I'm trying to keep it as simple as possible while still making it fairly rich RPG-wise.

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 Post subject: Posted: Thu Feb 05, 2009 2:23 pm
 Harmlessness does no harm

Joined: Tue Sep 14, 2004 8:37 pm
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Location: Ferriday, LA, US
Besides, who doesn't like dexterous diplomats?

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 Post subject: Posted: Thu Feb 05, 2009 3:56 pm
 King Code Monkey

Joined: Wed Sep 01, 2004 3:05 pm
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theraje wrote:
Besides, who doesn't like dexterous diplomats?

/me has pictures of Anakin and Obi-wan being "diplomatic" with the Trade Federation

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 Post subject: Posted: Thu Feb 05, 2009 4:22 pm
 Bibliotherapist

Joined: Wed Dec 21, 2005 6:23 pm
Posts: 6210
Location: Manchester, UK
Machaira wrote:
theraje wrote:
Besides, who doesn't like dexterous diplomats?

/me has pictures of Anakin and Obi-wan being "diplomatic" with the Trade Federation

... that just filled my head with very inappropriate thoughts... put the lightsaber hilt down, Anakin...

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 Post subject: Posted: Thu Feb 05, 2009 5:13 pm
 Corpse Bride

Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2216
Location: England
Machaira wrote:
Jasmine wrote:
How are we going to determine hit chance / quality

miss -- glancing blow --hit -- critical hit

I wasn't planning on anything other than a hit or miss for simplicity.

Take a look at this hit-roll system (a program I made). Something like that would be nice.

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 Post subject: Posted: Thu Feb 05, 2009 6:09 pm
 King Code Monkey

Joined: Wed Sep 01, 2004 3:05 pm
Posts: 11182
Location: Abingdon, MD
I'd love to have a rich combat system but for the first go round it's more important to get the basics in place.

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