by Tammuz » Thu May 15, 2008 12:31 pm
well then for the third time....
Armour: pretty much the only correlation i can see with armour values is that the longer they take to install they better they are, i would like to bring in a system so that the increases in damage brought by investing in STR, FRP and SKL will be negated on average by investing the same points in END, RNK, and STR
Endurance: I’ve never liked that endurance acts differently for non-tactic attacks, and tactic attacks.
Brawling: another run of instinctive balancing (thanks OS) means that this is way out of whack too at the rather than have a nice fixed rate of increase, it's gets exponentially better with more upgrades in STR, the last version (which is out of date) started you off weaker than the 0/0 weapons, but 10 STR was worth almost as much as the 10/10 weapons.
Weapons: due to the nature of the admin panel the game only accepts integers as min/max damage values for weapons so we had to round values, this means that for weapons increases in SKL, FRP, & STR do not perfectly balance.
So we could replace the current NTA mechanics with a universal one;
DAMAGE=[~12.5]*[(1+[STR/10])*(1+[FRP/10])*(1+[SKL/10])]/[(1+[END/10])*(1+[RNK/10])*(1+[TON/10])]
Where;
STR = attacking TF’s STR
FRP = FRP requirement of attacking TF’s weapon
SKL = SKL requirement of attacking TF’s weapon
END = defending TF’s END
RNK = RNK of defending TF’s armour
TON = No. of tons of defending TF’s armour
If this is working correctly each stat maxed would double the damage done by the attacking TF (so maxed STR, FRP, & SKL, would be an 8-fold increase), with each maxed stat for the defender halving damage (for an 8-fold decrease in damage with END, RNK, & TON)
Brawling would act like a 0/0 weapon.
Recharge Times:basically recharge times to be balanced means missions need to be balanced in the number of turns people get, and their length unfortunately this is pretty **** impossible with a probabilty based attack rate unless we make all mission the same numbers single level and have a perfect leveling system. even then we would have the problem of that we would need to make the longest recharge infinitely more powerful than all NR weapons(including brawling) so we either end up with stupidly powerful OHK weapons, or stupidly weak 0.0001% dammage NR weapons(Brawling included)
so we either need to make weapons recharge uniform, I know Mkall’d like to bring in COF, so here's my maths
• Assuming brawling has a raw damage of 12 at 10 str it would do 24
• If we make an NR weapon that has a raw damage of 20.
• over 4 turns it would do 80 damage
• if we made a COF 0.25 weapon for the same stats if would have to do on average 80 damage over 4 turns
• but this would be broken down into 3 brawling attacks, and one weapon attack
• so the weapon attack needs to do 44 damage (80-(3x12))
• now lets look at 10 STR
• brawling does 24
• NR does 40 or 160 over 4 turns
• COF0.25 therefore would do 160-(3x24), or 88 damage
• So we can conclude that COF0.25 needs it’s damaged multiplied by 2.2
So using similar maths
COF1 raw damage is multiplied by 1
COF0.5 raw damage is multiplied by 1.4
COF0.33 raw damage is multiplied by 1.8
COF0.25 raw damage is multiplied by 2.2
Tactics: all stats need to be weighted equally, this is nigh impossible with half of them boosting a probability based attack so we need more tactics, but we also need the to be balanced
• Strafe; we all know its self feeding as you can invest just in strafe and not only will this give you a higher chance of performing a strafe, it will also increase the number of shots(and thus damage). i would change it so that the big shot(first auto hit) does equal damage to a 0str ram, and then each point in FP gives you 2 tiddlers(aimed at everyone) with a base damage 1/10th of the big shot, this way on average ram and strafe would do the same damage(though depending on the RNG and numbers strafe could do anywhere between half or double the the amount of damage as ram.
• Ram; the only nice way of doing this is either make ram do it's base damage and then each point in STR increases the chance of stunning, or some how have a floating stun/damage ration. However I find the stun affect to have far too much power in battle and would just rather see it removed altogether.
• Avoid, this really needs to work against both Tactics and NTAs, if speed boosts avoid as I hypothesise by 10 speed doubling the rate of activation to 60%, once people max their tactics it’s only valind against 40% of attacks, or a 24% activation rate
So, here’s what I’d do;
• RAM
FRQ=RAM*0.03
DMG=[RNG(10~16)]*[1+(STR/10)]*[2-(END/10)]
health is subtracted from target
Damage is boosted by attackers STR, and hurt by targets END
earns xp = damage*2^lvl
• REPAIR
FRQ=REPAIR*0.03
DMG=[RNG(10~16)]*[1+(INT/10)]*[1+(END/10)]
health is added to target
Damage is boosted by attackers INT, and by targets END
earns xp = damage*2^lvl
• AVOID
FRQ=AVOID*0.03*(1+[SPD/10])
TF may avoid ALL types of attacks at above frequency
Xp is 10xp*2^lvl of the avoider
• GRAPPLE
FRQ=GRAPPLE*0.03
TARGET DMG=2*[RNG(10~16)]*[2-(END/10)]
ATTACKER DMG=[RNG(10~16)]*[2-(END/10)]
health is subtracted from BOTH target and attacker
Target's Damage is hurt by targets END
Attackers Damage is hurt by attackers END
earns xp = target’s damage*2^lvl
• INSPIRE (MULTI-REPAIR)
FRQ=INSPIRE*0.03
FIRST SHOT DMG=[RNG(10~16)]*[1+(END/10)]
FOLLOWING SHOT DMG=[RNG(1~1.6)]*[1+(END/10)]
all hits repair allies
in an INSPIRATION you always get 1 first shot(which always hits a target), and then a number of following shots equal to double your RNK; Following shots are aimed at all TFs in the mission, only hits on ALLIES show up in logs; any hits against ENEMIES are ignored. so if the missions has equal numbers for each side, you should get about 1+RNK shots in each INSPIRATION.
earns xp = damage*2^lvl
• COVER
FRQ=COVER*0.03*(1+[CRG/10])
TF becomes target in place of an ally at above frequency
defender earns xp = damage*2^lvl
• STRAFE
FRQ=STRAFE*0.03
FIRST SHOT DMG=[RNG(10~16)]*[2-(END/10)]
FOLLOWING SHOT DMG=[RNG(1~1.6)]*[2-(END/10)]
all hits damage enemies
in a strafe you always get 1 first shot(which always hits a target), and then a number of following shots equal to double your FRP; Following shots are aimed at all TFs in the mission, any that hit ALLIES are ignored; only hits against ENEMIES show up in logs. so if the missions has equal numbers for each side, you should get about 1+FRP shots in each strafe attack.
• DRAIN
FRQ=DRAIN*0.03
DMG=[RNG(5~8)]*[1+(SKL/10)]*[2-(END/10)]
Damage done to enemy is returned to attacker as health
earns xp = damage*2^lvl
Courage: this needs to be standardised, it's had instinctive balancing done to it far too often (thank you glyph) and it's effected by to many factors out side a players control. i think something like each player having a 1+(CRG/10) chance of attacking out of Σ1+(CRG/10) would be nice
speed: this is actually one of the few balanced stats, IF it didn't some how affect your chance of attack, i might tweak it a little in the basal rate, but nothing too serious. It needs to have its attack boosting affect removed.
Intel: this needs to do some thing other than feed repair, i quite like the idea of it increasing the xp you get, mainly cos its simple idea, and i like keeping it simple.
Beast Factions; give them single level missions, and much greater variet of cross levels, high variance cross level missions only become viable as the levelling system breaks down at high levels (like level>6)
i think that's it for now
EDIT: lightning quick editing skills you have there OS.