Pistoleer Archive

Thread: Defence modifiers

DarrthVager
Tue Aug 19, 2003 7:58 am
#1

I have an idea on how to incorporate the defence modifiers. What if there was a forumula that per the amount of damage is reduces the modifier some. So after a while ou have no more modifiers, but they would reset after a period of time. The damage to defence modifier reduction would have to be balanced, and the timer on the resetting of the modifers balanced, but I think it would work. Then if someone decided to take all defences after a while they would ve vunerable. Any suggestions?



Darkvag - Bloodfin


Master Squad Leader/Master Pistoleer




Darkvag

"I hope you believe you understand what you think I said, but I'm not sure you realize that what you've heard is not what I meant." - President Richard Nixon
BrekCoronus
Tue Aug 19, 2003 8:12 am
#2

I'd love to see defense modifiers put back in. The problem with them was that they all stacked with each other, making for some nigh indestructable characters. Personally, I only have two concerns and they are easily addressed. First, defense mods either should not stack with armor, or should have a vastly reduced benefit when wearing armor. Second, the defense mods should not stack with each other; that is to say that +10 dodge should not stack with another +10 dodge, you should get incremental bonuses at different skill levels (+10 dodge, +20 dodge, etc.) and just count the highest. Basically, what I'm saying in both cases is just count the highest defense mod, don't add them all together.



"I may be a smuggler, but it's an honest job."
YetiIronfist
Tue Aug 19, 2003 10:09 am
#3

In my opinion the problem with the defensive mods that lead to their being disabled is as follows:

SWG's game mechanics are too simple.

Equations are flat A * B *C style. Look at damage. Look at weapon speed. Things are very simple.

That's problem one and weakens the system.

Problem two is: Things scale to 100%.

That totally breaks the system. *IF* you could make a piece of armor with 100% effectiveness, it would block all damage. *IF* you could raise certain skills to 100 you would never miss, never get hit, never get knocked-down, etc...

The game needs to incorporate non linear effects (an increase from 20 skill to 30 is more significant than from 70 to 80), soft caps, maximum effects (things scale to 80% or 75% or something like that - anything other than 100%), or some other solution.

I think that making all of the skills not stack is a bad solution because it totally destroys the whole reason for having a skill based system, which is that people can take skills from here, there, and everywhere and customize their character however they want.
BrekCoronus
Tue Aug 19, 2003 11:15 am
#4

True, but stackable skills allows people to cherry-pick professions. There needs to be a significant reward for those willing to take entire professions to the master level instead of just taking the best and leaving the rest. Right now, the cafeteria style character is the best, which is rather silly.



"I may be a smuggler, but it's an honest job."
YetiIronfist
Tue Aug 19, 2003 1:56 pm
#5

True, but the cherry-pick ability is one of the main reasons for having a skills based system. Otherwise you might as well just lock people into 1 or 2 classes each.

BUT, that doesn't mean that it shouldn't be balanced. You're very right that there should be distinct benefits to obtaining master in any profession. The best bonuses, abilities, certs, etc... should all be at master.
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