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Combat
Nov 23, 2010 7:33:19 GMT -5
Post by docclox on Nov 23, 2010 7:33:19 GMT -5
I wonder about doing something similar for magic.
Actually, I think I misunderstood what you had in mind for magic. Am I right in saying that base SP is zero, and the important factor his how quickly SP accumuate in combat?
So currently we have
girl.sp_recovery = 2 + math.floor( (girl.level -1) / 2)
How about we multiply all spell costs by 100? Or 10 if the number of digits is likely to overflow. Let's assume 100
girl.sp_recovery = 200 + (girl.level - 1) * 50)
You could randomise the level gain a little for that, if you wanted.
Anyway, factoring in sanity:
girl.sp_recovery = 120 + girl.sanity + math.floor( (girl.level - 1) * 50)
So a girl who is a complete mental wreck then recovers SP at the trickle, if at all. On the other hand, anything over 80 gets a small bonus. Again, this gives bastards like myself a reason to care about his girls' mental health.
Of course you could argue that insanity should boost magic. I think I'd say that some specific mental disorders would do this, but that a state of mental breakdown would not. So it might be the player's interest to try and induce certain forms of pyschosis in his trainee mages, purely to boost their belief and will power. Having done that, however, he'd want to restore their sanity stat while keeping the psychosis. I hope that made sense.
The other possible stat to use as a driver for SP would be lust, which has some interesting trade-offs. You want lust low going into combat if possible, so that lust based attacks don't incapacitate your fighters. On the other hand, if it's too low then they don't get any SP during the fight. Also it means that SP gained probably fluctuates from round to round. Could be interesting, although personally I think I prefer the sanity option.
[edit]
You could also have a combat action to build SP "Focus" or something similar. In the case of a lust based sp recovery, that could combine with the action to control lust, in effect trading points of lust for SP. I'm not sure whether that would be a good thing or not...
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Combat
Nov 23, 2010 12:00:20 GMT -5
Post by flagnine1 on Nov 23, 2010 12:00:20 GMT -5
I like the idea of using sanity for sp regen. I think spell costs should be low tho 4-6 sp per for low level ones and more as you get the bigger spells. since mages use sp to do spells there specials should also cost less than the other combat classes.
for sp regen abilities focus will work for front rank guys (maybe give other bonuses as well (+hit% and + attack come to mind even if just for certain classes like samurai). something like cheer for the back rank might work to help the sp regen of others.
what about starting hit at 100% and minusing based off of monster ability (and possibly other factors like weather). You still would raise you hit % as you level but it would be more to negate harder to hit monsters. ex. area 1 monsters have a -10% chance to be hit thus at lvl you would have a 90% chance to hit, at level 2 a like 95% chance to hit the same target. I just find it frustrating when (like you proposed) half the attacks miss in a game.
doc could you explain your math for the sanity it doesn't make sense to me. It reads to me as; base(120) + sanity + 50 every even level. so that means the slave with 80 sanity is regening 200 sp every round when she has a cap of 100?
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Combat
Nov 23, 2010 13:25:21 GMT -5
Post by docclox on Nov 23, 2010 13:25:21 GMT -5
doc could you explain your math for the sanity it doesn't make sense to me. It reads to me as; base(120) + sanity + 50 every even level. so that means the slave with 80 sanity is regening 200 sp every round when she has a cap of 100? That was what I meant by "suppose we multiply all spell costs by 100". That way she does regen 200 a round, but the cap (is there one?) would now be 10,000 and the simplest spell would maybe cost 300. The only real difference is that you can see a regeneration of 37 points, while 0.37 would go unnoticed, even if Daisy tracks the fractional increase behind the scenes. [edit] An intermediate solution would be to multiply all spell costs by 10 instead. That way the cap would be at 100, and spells would cost multiples of 10 points which might not seem so over the top. If we did that, we'd need to divide the numbers in the recovery formual by 10 as well: girl.sp_recovery = 20 + (girl.level - 1) * 5)
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tantor
Junior Member
Posts: 52
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Combat
Nov 23, 2010 15:45:40 GMT -5
Post by tantor on Nov 23, 2010 15:45:40 GMT -5
I like the idea of sanity effecting SP regen. an easy way to let both insanity and sanity give a bonus is to use the absolute vale of sanity as the modifier. Here's an interesting idea, if you give insane spellcasters a chance to do random actions (nothing, follow orders attack ally, ect.) and a boost to spell power you can create a sort of chaos mage.
When you get right down to it it doesn't matter if you get 2 SP a round and spells cost 4-6 or 200 a round and spells cost 400-600 the wait is the same. though personalty I prefer multiples of 10 so you can see small changes but the numbers themselves don't get ridiculously high.
One thing I'm interested in is are we going to be able to cast heal spells and modify lust outside of battle, or are we going to need to be staring an enemy in it's face to be able to use magic and abilities.
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Combat
Nov 23, 2010 18:32:12 GMT -5
Post by daisy_strike on Nov 23, 2010 18:32:12 GMT -5
I really like using sanity as a sp raiser... but with a caviat... depending on class. IE if the girl is a whore and using whore skills shouldn't sp be based on lust and nymph. If the girl is a combat class shouldn't sp be more based on combat skills... etc. So I think a good idea would be a much more complicated formula.
((base SPRaise * Stat%) + (class1StatSPRaiser * stat%) + (class2StatSPRaiser * stat%) + effects ) * mod
base will be sanity or lust or nymph depending on the classes
Is that making sense? Sure its complicated but it rewards well skilled girls.
Daisy
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tantor
Junior Member
Posts: 52
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Combat
Nov 23, 2010 21:45:17 GMT -5
Post by tantor on Nov 23, 2010 21:45:17 GMT -5
I really like using sanity as a sp raiser... but with a caviat... depending on class. IE if the girl is a whore and using whore skills shouldn't sp be based on lust and nymph. If the girl is a combat class shouldn't sp be more based on combat skills... etc. So I think a good idea would be a much more complicated formula. ((base SPRaise * Stat%) + (class1StatSPRaiser * stat%) + (class2StatSPRaiser * stat%) + effects ) * mod base will be sanity or lust or nymph depending on the classes Is that making sense? Sure its complicated but it rewards well skilled girls. Daisy So how do you determine what class effects the base? for example if I had a Whore Mage with both at 50% what stat would be added to Base SP?
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Combat
Nov 23, 2010 22:00:38 GMT -5
Post by daisy_strike on Nov 23, 2010 22:00:38 GMT -5
Think I would go with which ever one is more skilled. So if she was more of a whore go for lust. If she was more of a witch go with the sanity. for the base she still gets other bonuses for the classes.
Daisy
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tantor
Junior Member
Posts: 52
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Combat
Nov 24, 2010 3:54:46 GMT -5
Post by tantor on Nov 24, 2010 3:54:46 GMT -5
and if they are the same? which is likely to happen if they are both maxed. you could make it the average of both stats (stat%1 + stat%2) / 2.
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Combat
Nov 24, 2010 4:27:19 GMT -5
Post by docclox on Nov 24, 2010 4:27:19 GMT -5
I really like using sanity as a sp raiser... but with a caviat... depending on class. IE if the girl is a whore and using whore skills shouldn't sp be based on lust and nymph. I think I'm missing something important. What does SP stand for? I've been assuming spell points... If the girl is a combat class shouldn't sp be more based on combat skills... etc. So I think a good idea would be a much more complicated formula. ((base SPRaise * Stat%) + (class1StatSPRaiser * stat%) + (class2StatSPRaiser * stat%) + effects ) * mod I think an example might help here. Let's suppose we have a girl with 60% maid and 30% whore. We'll further suppose that maid bases SP recovery on sanity and Whore on lust, and that the girl has sanity=30 and lust = -80 So, the first problem is what's her base? Sanity or Lust? If w take the highest skill, that would be maid, so we use 30 sanity Now we need the contribution from her Maid stat. So that would be sanity of 30 * maid skill of 60%. Which either gives us 18 or 1800, depending on whether we take 60% to mean 60 or 0.60. Let's assume the latter Similarly, we have class 2 contributions lust of -80 * 0.30 whore = -24 So the final SP recovery rate is 30 + 18 - 24 = 24 points overall. Sound like what you had in mind, Daisy? base will be sanity or lust or nymph depending on the classes Is that making sense? Sure its complicated but it rewards well skilled girls. I'd have thought well skill girls would be their own reward? Whores make more money, maids clean cleaner, fighters fight better. Like I say, I think I'm missing something of the intent here.
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tantor
Junior Member
Posts: 52
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Combat
Nov 24, 2010 6:26:23 GMT -5
Post by tantor on Nov 24, 2010 6:26:23 GMT -5
if it works the way Docclox outlined it would be fairly simple to get negative SP regen. lets use his example but make it maid 30% and whore 60%. the new calculation would be -80+ (-80 * 60%) + (30 * 30%) = -80 - 48 + 9 = -119
If you give each class a base SP regen value instead and use that instead of the stat like in the example above you can avoid the negative and give more SP to classes that are made more for casting then hitting. At the very least it avoids magnifying one stat (in this case Lust) to ridiculous extremes.
so the new equation would be ((base SPRaise * Stat%) + (class1baseSP * class%) + (class2baseSP * class%) + effects ) * mod
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Combat
Nov 24, 2010 7:36:55 GMT -5
Post by daisy_strike on Nov 24, 2010 7:36:55 GMT -5
I was thinking Skill Points rather then Spell Points... Thats why I changed it from MP.
A lot of this will depend on the mod I don't want a girl regening more then about 10 a turn. Balancing will be essential.
Daisy
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Combat
Nov 24, 2010 8:33:59 GMT -5
Post by docclox on Nov 24, 2010 8:33:59 GMT -5
I was thinking Skill Points rather then Spell Points... Thats why I changed it from MP. A lot of this will depend on the mod I don't want a girl regening more then about 10 a turn. Balancing will be essential. Daisy So you're looking at dividing base SP recovery values by 100, which would give you a value between 0 and 3 as per your proposal. Or -3 and 3 if you allow negative regen values. Presumably you'll maintain the value as a floating point number and truncate it for display. I guess the idea of multiplying SP gains and costs all by 10 didn't appeal, then?
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tantor
Junior Member
Posts: 52
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Combat
Nov 24, 2010 10:50:30 GMT -5
Post by tantor on Nov 24, 2010 10:50:30 GMT -5
if SP is reduced so much why would it matter what skill its based off of? excluding negative stats all the differences will be after the decimal point. which was why I supported the times 10 idea.
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Combat
Nov 24, 2010 12:32:09 GMT -5
Post by docclox on Nov 24, 2010 12:32:09 GMT -5
if SP is reduced so much why would it matter what skill its based off of? excluding negative stats all the differences will be after the decimal point. which was why I supported the times 10 idea. Well, it would matter if Daisy keeps the fraction part of the SP value. So the game may display SP=5 but internally, the value is 5.9, so the situation is the same as if we work on x10 costs and the value displays as 59 points. The only difference is that you can't see the effect the fractional values is having, which personally I think is important. If the players can see the fluctuations, they can plan for them. If they can't it just looks like a bug. On that basis, I'd prefer x10 or x100 too. But at the end of the day, what works for Daisy is the most important consideration,
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Combat
Dec 27, 2010 20:24:59 GMT -5
Post by daisy_strike on Dec 27, 2010 20:24:59 GMT -5
So you guys have had a few days to play with it. Lets here thoughts.
Daisy
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