Doctor Archive

Thread: Relationship Buffs/Armor source of the problem

GuardianHawk
Thu May 06, 2004 12:15 am
#14






LordOfFatness wrote:


There does have to be a benefit to buffs though. If you made special moves costa percentage, then buffs become pointless. The problem right now is that your pools regen most of the time before you get hit again. Also, because of the strength and quickness buffs, the cost of special moves is negligible.


If the encumberance took a percentage off of your secondaries, buffs would still help, but they wouldn't be uber. Your pools wouldn't regen as fast and your specials would cost more (i.e. you might actually take damage). Right now, I rarely even have to use a stimpack.

I'm ok with them reducing the power of buffs somewhat, but you can not make a special move take a percentage of your pools.







I think you might have misunderstood me. I think the encumb should be a percentage of the HAM bar and that includes the secondaries not just Health/Action/Mind.


From the armor perspective, When you put armor on it won't cost much encumb if you have low HAM bars. But if you have high HAM bars then the encumb numbers would take a larger hit out of all of you HAM type attributes include the secondaries to Health/Action/Mind.


From the buff point of view. The buff would be the full amount to a person not wearning armor. But when someone puts armor on they would see their encumb climb making the buffs less uber in combination with armor.


Currently encumb is a fixed number. if you were to be hit with an encumb number of say 200 it is 200 before and after you have your buff applied. When you have 1000 health a 200 hit brings you to 800. Which is something you would notice. However, if you have 3500 health and you take a 200 point loss for armor encumb that would drop you to 3300. I don't think you would care nearly as much about going from 3500 to 3300 as you would going from 1000 to 800. And the difference gets worse the more the incumb is. Say fore example you had encumb hit of 800.


then your 1000 would drop to 200

and your 3500 would drop to 2700


See how the encumb doesn't make as much difference to a person that is buffed as someone who isn't


The proposal I have to be included in the combat balance is to change the encumb hit to a percentage of HAM and make sure the hit also includes the secondaries.


This wouldn't effect the cost of doing a special move. But would mean that high armor will effect the amount of a buff and low armor wouldn't effect a buff.


I can also see that the encumb number not be just a percent of HAM but a sliding percent.

so for HAM less then 800 encumb would hit you for say 10%

at 800-1200 it might be a 20% hit

for 1200-1800 maybe a 30% hit.

for 3500+ it might be a 50% hit


And please these numbers are only to help explain the thought. I haven't figured out what they should actually be to make sense, so please don't flame me on the number. Just the thought if you like. Iwould be curious to see some numbers looked at to see what would actually make sense.



Hawkeye'
Guardians of Light
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HomefryZappa
Thu May 06, 2004 5:51 am
#15

heh



homefry zappa scout swords

homefry' zappa Master Doc
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Aggressive
Fri May 07, 2004 11:04 am
#16






Happymob wrote:


A secondary buff would then benefit the unarmored the most, but it would still benefit the heavily armored.

An interesting consequence of this would be that the lighter armor types would become useful again in many situations for those that wanted to retain maximum offense (aka spamming) while adding a bit of defense. The "tanks" would wear the stun composite, but give up a lot of offense.






Youhave restored my faith that there are some players out there who actually want a challenging fun experience, instead of just a "give me all the power so I can kill everything without even trying" game.


This is EXACTLY what I meant. The buffs still need to be an advantage, otherwise nobody would buy them. The armor still needs to be an advantage, otherwise nobody would wear it. But buffs and armor combined cannot equal invicibility. I think the percentage idea is the best way of doing it.





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