Page 2 of 2

PostPosted: Wed Feb 21, 2007 7:38 pm
by Tammuz
but you said you'd marry me! :P

PostPosted: Wed Feb 21, 2007 7:41 pm
by Bun-Bun
No, I said I'd have your love child......if I wasn't married

or a MAN


:lol:

small difference.

PostPosted: Wed Feb 21, 2007 7:47 pm
by Elcor
Well, changing numbers in data file isn't as hard as writing the game engine. I mean, I could change that if I'd had the data file for weapons and an unpacker (if the data file is packed in the first place). To do this kind of balancing, one mustn't be a programmer, technically speaking. Hell, every modmaker does it :)

But that's just "details from big game industry", so you don't need to worry about them.

And, BTW, I didn't said that what I described above MUST or even SHOULD be implemented. I just said how I'd do the balancing, that's all.

PostPosted: Wed Feb 21, 2007 7:52 pm
by Tammuz
but you'd also need to know how courage/speed affects attack rate, how strength affects unamrmed damage, how endurance soaks it up, how each armour soaks it up and the cumulative effects of it's tonnage.

no i'll go with GLyph's holistic philosophy here, balancing a pencil on your finger doesn't really matter if your cars balancing on a cliff edge.

EDIT: and's SWUKs idea's are a whole load more preferable.

PostPosted: Wed Feb 21, 2007 8:16 pm
by Burn
Actually the damage output on weapons are easily interchangable.

It's why Battle Blades are why they are today and Energon Crossbows and Twin Swords are knackered. :-x

PostPosted: Thu Feb 22, 2007 6:48 am
by Blackmoon
So I'm the Blackmoon now huh...... Don't know if I like having my name in the title of a thread that could cause arguments.....

PostPosted: Thu Feb 22, 2007 7:11 am
by Psychout
Blackmoon wrote:So I'm the Blackmoon now huh...... Don't know if I like having my name in the title of a thread that could cause arguments.....

Notoriety is almost as good as fame.

PostPosted: Thu Feb 22, 2007 7:46 am
by Dr. Caelus
Psychout wrote:
Blackmoon wrote:So I'm the Blackmoon now huh...... Don't know if I like having my name in the title of a thread that could cause arguments.....

Notoriety is almost as good as fame.


But infamy is better!

Mwahahaha!

Actually, infamous people usually have even worse fates than famous ones...

PostPosted: Thu Feb 22, 2007 7:48 am
by Blackmoon
Caelus wrote:
Psychout wrote:
Blackmoon wrote:So I'm the Blackmoon now huh...... Don't know if I like having my name in the title of a thread that could cause arguments.....

Notoriety is almost as good as fame.


But infamy is better!

Mwahahaha!

Actually, infamous people usually have even worse fates than famous ones...


Gee, thanks guys.... LOL

Not bad Idea...

PostPosted: Thu Feb 22, 2007 11:44 am
by Mighty Scorponok
It just aint fair toward people who do bare knuckle sandwich thing. LOL.Since it would force them into having a weapon.

PostPosted: Thu Feb 22, 2007 12:21 pm
by Bun-Bun
Blackmoon wrote:
Caelus wrote:
Psychout wrote:
Blackmoon wrote:So I'm the Blackmoon now huh...... Don't know if I like having my name in the title of a thread that could cause arguments.....

Notoriety is almost as good as fame.


But infamy is better!

Mwahahaha!

Actually, infamous people usually have even worse fates than famous ones...


Gee, thanks guys.... LOL


Could be worse, you could have an 'incident' named after you.
:?
(don't ask, it's better that way)

PostPosted: Thu Feb 22, 2007 1:19 pm
by Elcor
Tammuz wrote: but you'd also need to know how courage/speed affects attack rate, how strength affects unamrmed damage, how endurance soaks it up, how each armour soaks it up and the cumulative effects of it's tonnage.


No I won't :)
The upside of all this is that this is RELATIVE balancing. The weapons are balanced not together, but small number of the weapons is balanced against the larger number that stays unchanged.

That's why I don't need to know the internal mechanics of the game... I'd just have to know the relative values, and they are stated in the weapons table :)

Really.

Tammuz wrote: no i'll go with GLyph's holistic philosophy here, balancing a pencil on your finger doesn't really matter if your cars balancing on a cliff edge.

EDIT: and's SWUKs idea's are a whole load more preferable.


And, as long as we argue about this idea or that, there will still be "overpowered" weapons, and they'll always be "out of stock". And my realistic phylosophy says that there will always be people who profit out of it, even if the profit is in game terms only.

Too bad... I'm back to the "weapon conspiracy" theory again...

And, even if SWUK's idea is preferable, it's not implementable soon (I mean without a major change to game engine), and that's the worst flaw of it.

PostPosted: Thu Feb 22, 2007 1:29 pm
by Absolute Zero
I'm for the weapon customization, but against being given a generic gun or sword. I'm also for the weapon degredation, since it's a way you can expand on the customization.

If the weapon breaking can be isolated to a specific part, then you can replace the parts. With something that'll help in damage, or in recharge time, or modify the damage being done. Your sword blade breaks? Replace it with a wave blade. Hilt/guard breaks, replace it with something that covers your whole hand. Your gun's trigger broke, replace it with a hair trigger. Your barrel melted from excessive fire, go long for more accuracy, or short for less but quicker fire rate. If you break the weapons down to specific parts, then you can have a near limitless variety of customization, and the degredation can effect different parts at different times. Barrels on automatic rifles are going to need to be replaced more often than barrels on sniper rifles.

I'm also infavor of having ammo for the guns, since it expands customization, and infinite ammo is pretty unrealistic. There are alot of different ammo types, not just solid rounds, you could use depending on your weapon.

PostPosted: Thu Feb 22, 2007 1:40 pm
by Elcor
Tammuz wrote: but you'd also need to know how courage/speed affects attack rate, how strength affects unamrmed damage, how endurance soaks it up, how each armour soaks it up and the cumulative effects of it's tonnage.


No I won't :)
The upside of all this is that this is RELATIVE balancing. The weapons are balanced not together, but small number of the weapons is balanced against the larger number that stays unchanged.

That's why I don't need to know the internal mechanics of the game... I'd just have to know the relative values, and they are stated in the weapons table :)

Really.

Tammuz wrote: no i'll go with GLyph's holistic philosophy here, balancing a pencil on your finger doesn't really matter if your cars balancing on a cliff edge.

EDIT: and's SWUKs idea's are a whole load more preferable.


And, as long as we argue about this idea or that, there will still be "overpowered" weapons, and they'll always be "out of stock". And my realistic phylosophy says that there will always be people who profit out of it, even if the profit is in game terms only.

Too bad... I'm back to the "weapon conspiracy" theory again...

And, even if SWUK's idea is preferable, it's not implementable soon (I mean without a major change to game engine), and that's the worst flaw of it.