From: MIGUEL A. B. L. <mb...@fe...> - 2002-03-30 11:53:29
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> I extracted as much as possible from Brian docs, and added some few > things. > Below you can read about 4 Attributes, and basic combat. Magic system > still needs to be finished, I'll take care of that later. Great. > For elemental magics we need new special object: rune containing > essence. > There should be 4 kinds of them, but lets stop with 1 now. Rune should > be really easy to design, it's tetrahedron. One side has O mark, another X, > and third side has X bound in O. Fourth side has symbol of one of four > elemental magics. Someone create the rune, please ! > Strenght: > Average human range is 90-120 (log scale!!). To raise your muscle's > power two times you need to raise Strenght by 9 points. To raise it 4 times - > by 18 points. Strenght determines carrying capacity, and combat damage (in > alfa2), > and perhaps ability to push some items. Let's forget about exhaustion, > strenght drops due to overburden by now. Character's initial Strenght > is > dependant of his size.90kg body needs 118 strenght,9kg body needs 88 > strenght, 450kg needs 140 Strenght. Character can carry a load which > exceeds > his strenght 2 times. For example A giant which weights 450 kg (this > requires > 140 strenght) can carry extra 450kg, total 900. Good, but let's do it simpler even. Let's copy strengh values from AD&D. This was we have a good guideline to create Objects. > Agility: > Once again it's log scale. To raise your speed 2 times you need to raise > your Agility by 18 points, to raise it 4 times - by 36 points. Average > human's agility is between 60-80. Normal walking human with Agility > 64 has speed 1 meter per second. A person with Agility 100 walks with > speed > 5 meters per second. If a person with Agility 100 carries equipment with > weight of 1/4 Strenght, the agility drops to 91, that gives 3 meters per > second. The same person with load 1/2 total has Agility 82, that means 2 > meters per second. With load 3/4 that person has 73 Agility, and moves > with speed 1.5 meters per second. With full load I guess it would be 64, and > we know it equals to one meter per second. Two points: Again, let's copy values from AD&D. And let's make it to be an static value independent of the load. On a later time we can modify it. > Intellect - average human has 60-90, max 128. More complex items and > weapons need more intellect (crossbows, chained weapons, two handed). Values > have to be purely conventional here. I can't think of any serious usage for > Intellect in alfa2, except for magic. So let's remove it? > Constitution - roughly, it's character HP. All characters have > constitution 128 at the beginning (regardless of race). Constitution drops > with damage taken in such way, that one point is dropped per certain amout of > damage compared to creature size. Human has size 1, let's say it can take > 10 damage per 0.1 of size. That would mean that 10 damage taken > lowers your Constitution by 12.8 points. If you lose all your > constitution, you die. By now we don't have Recovery attribute, so let's > say > 1 point of Constitution is restored every 1 game hour (that's the rate > for 128 recovery). Ummm, ok, Based on Volume size of the creature or on weight of the creature? Personally I prefer volume. > ________________________ > Combat, damage and hit determination. > > DAmage: > Naturaldamage=2^((strength-weapon_weight)/36) IMO the more the weapon weight the more powerful the attack is... But again, we want this simple by now so: Naturaldamage=2^((strength)/36) Anyway I will prefer something more simple and intuitive. It is hard to determine for an human the meaning of that formula :) > Motion=(((strengthattacker+weightweapon)-Weightattacked)/36) > (How far you push your target with your blow) Let's ignore motion. We want it simple. > By now, let's assume that character ALWAYS hits. There's no > hit determination rule yet. > > Guardeddamage=(((attacked(agility)-attacker(agility))/2) > > (This reduces damage taken by character) > If the total is negative than the full force of the attack is felt by > the attacked character. > > Warning! This rule looks stupid because Perception and React has been > removed. Let's try it anyway. > > The final damage calculation is such that: > > Totaldamage=(weapondamage+naturaldamage)-(guardeddamage+armordamage) > > Suggested damage for sword: 20 > Suggested damage for shield: 10 (we assume shield works like standard > armor now). ok, It is a good base. Personally, I will add a few randomness to the system. Like sword damage is 1-20 and shield 1-10 Regards, Miguel |