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1  Development / Concepts / Re: Character Attributes... on: December 12, 2013, 06:41:07 AM
I like the idea of your star system, but I would like you to consider more than one star.  What I mean is maybe a star representing Physical attributes, such as Strength, Dexterity, Endurance, Constitution, and a non-Physical (call it Mental I suppose) that would be things like Tenacity, Persistence, Luck, etc)

In real-life, there are a few rare individuals that seem maxed out in everything, but I feel, in general, you will often see a person tend towards the physical or the mental side, (or maybe a balance of both), but not maxed out in both.

So, in game, you can make the Jock, or the Nerd, or a balance of both.

OK, so how to implement this? 

Well, lets just say you come up with 5 points on both stars, each point representing a different physical attribute on the Physical star and mental attributes on the Mental star.  You also have a dot/node you can drag around each star, one for each attribute.  They all start dead center.

Behind the scenes, you would give max and min values to all the attributes (which could possibly be exceeded once you are in the game based on rewards/achievements/equipment, but I am talking about max/min at character creation only).  Let's say that each point you can drag is worth from 0 to 20, and each attribute can be maxed at 100.

So, in my example, leaving all 5 dead center, would make a character that has 20 points in each of the 5 attributes, and is very balanced.  As you drag the points out towards the tips of your star, you are both adding and subtracting points in each attribute.  Drag all 5 to the tip of the Strength point, and you have a character that can move mountains, but he is a klutz, gets easily fatigued, blah blah blah.

So, now we have each star working independently, so I now propose a slider between the two stars.  This would be a percentage slider.  If left in the middle, each star gets an equal weight, or a multiplier of 1.  As you drag the slider towards the Physical star, that multiplier increases by 1%, or .01, to a max of 2, and decreases the Mental multiplier in the same fashion.

So, move the slider all the way to the Physical side, and the Physical attributes double in value while the Mental attributes all get halved. So, using the max of 20 per node, and 100 per attribute, well, you have may have doubled your Physical side to 40 per node and a possible 200 in a single attribute, you have also just nerfed your Mental side to a max of 10 per node and 50 per attribute.

Having explained all that, this type of system is only going to work if you ensure there are elements in the game that will use all the attributes in a balanced way.  As soon a s the community senses that the Mental side is not as important as the Physical side, the slider will always be dragged to the Physical side.  As soon as the community discovers the importance of Luck, maybe the reverse happens.

So, the mechanism for assigning points is only really going to be as good as the mechanism for applying these attributes in game, and therefore it makes it difficult to nail anything down specifically without knowing what you ultimately have in mind for game play.

So, Conan the Barbarian may have his nodes dragged closer to Strength and Constitution, with a slider all the way left, where as Gandalf the Grey may be something opposite.

If nothing else, maybe this gives some ideas of things to use, or dismiss.
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