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Sure why not.
Current weapons should all be given a purpose first.
Copypaste from prior post:
Refit the structure to give a purpose / benefit to all?
Bit tired so I’ll work out math in the later if there’s any interest. Will just drop arbitrary numbers in for general idea.
Highest attack speed 10/10
Chance to drop nearby / unequip opponent’s weapon and off-hand.
Damage dealt takes a penalty depending on enemy armour: Light=5% Med=15% Heavy=40%
High attack speed 7/10
Deals extra durability damage to light armour.
Slow attack speed 2/10
Has knockback effect if hits floor as unarmed.
Light armour=no protection.
Extra durability damage to heavy armour.
If blocked deals high durability damage to shields.
Chance to stun.
Mediocre speed 6/10
Low chance to stun.
Mediocre speed 6/10
Extra durability damage to medium armour.
Extra durability damage to non-metal shields if blocked.
Medicore attack speed 5/10
Chance for a block to be ignored – if so second check chance to unequip shield and redice durability low. Perhaps bring material balance into this.
Penetration bonus against heavy armour.
Upped durability damage on shield and heavy.
Fast attack speed 9/10
Damage vs heavy reduced largely.
Damage vs medium reduced.
Middling attack rate 5/10
More likely to be blocked.
Chance to push sideways.
Slow attack rate 4/10
Damage multiplier based on distance. If adjacent, *0.3
If over 6 squares away *0.6
Increases crit chance? Buffs effect chance and boosts in weapon skills? Ups minimum damage? Ups attack speed?
High chance to dodge.
Shield speed 9/10
Chance to dodge.
Shield speed 6/10
Shield speed 5/10
Shield speed 2/10
Blocks. Triggers attack delay on self if impact was from a heavy weapon strikes.
All damage is reduced by % based on shield / armour and its remaining durability.
As may have been noted my oblivion calls me but this kind of rehash would make pretty much every style visble to some degree and allow a lot more customisation.
Assuming I’ve transmitted it all properly :p
Golden and raises a good point.
Perhaps a bonus for eating at a table?
Only external walls decaying could be an idea. I can rattle off an algorithm to check that that should mostly work and be a relatively simple switch.
Or I can repost my own system from a suggestion a while ago … 😉
A base is essentially defined by the amount of walls and gates / counters built. These create the barriers that define public and private and I’ll refer to these as walls for simplicity. Assessing the land inside I deemed overly complicated considering the prevalence of irregular structures, especially with tower defence mechanics playing a large role. My first thought went to dust earned being a factor but for better balance and to allow dying to have greater impact tying it into a skill promises the best return for the least amount of work. Construction stands out as the most applicable.
I’ll toss out a bit of the math behind my conclusions before getting to them:
The basic formula is a bit complicated so prepare yourself for it now …
20 + Construction Level
Whooooa. Heavy math. Okay. Well-earned breather taken we can get back into it.
That 120 non-aided cap means that at max level a single player can have a 29×29 tile base ringed by a single thickness wall. As a game screen is 13 tiles wide this seems an adequate amount – without having communal bases come into it which I personally would prefer – although that would make that first equation even more complicated. Perhaps 20+(CL/4). Ooh. Heady stuff.
As a quick rundown, with x equal to the side of a regular square tile floor plan these equations show us how many walls are required.
1 tile thick: 4x+4
Protecting a 3×3 area requires 16 walls
2 tiles thick: 8x+16
Protecting a 3×3 area requires 40 walls
3 tiles thick: 12x+36
Protecting a 3×3 tile area requires 72 walls
4 tiles thick: 16x+64
Protecting a 3×3 tile area requires 112 walls
You should get the picture and be able to expand from that but if not the formula for [W]alls using [f]ickness and [t]ile space (regular square remember) is w=f(4f+2t)+t(2f). It can be condensed but I think it makes it more accessible this way ?
So 120 was our speculative cap for a single player. 4-tile walls just slip in with a cramped 3×3 area but the more practical 3-tile walls fill up the allotment perfectly and allow over double the space with a 7×7 floor-plan. And even the unskilled have enough for a single tile 4×4 base allowing newbies to have security from the get-go.
Depending on if this idea appeals it can tie into tribes and be tweaked for perhaps a durability increase rather than a gross expansion of available space. Each player in the tribe adds the base 20 stat and thrice their Construction level in HP to the tribe walls perhaps if the wall is connected to a Tribe Gate which can flag those walls to trigger their own adjacent structures.
And the crux of the security, and to add more of an impact to death – duels excluded – when a player or tribe’s Construction dips below that required by the walls then a random / the most damaged wall suffers accelerated decay – or my own personal preference of all of the walls take increased damage skewed by the difference in Construction required and currently held. If wished there are a few more factors that could accompany this.
Alts are an issue, but it can be feasible if they would need to be active: monitor steps taken / experience gained / actions made. I had a few formulae for it in my quarter hour notes.
As for reincarnation removing the levels … I’d lean towards tribal bases as a way around it, and some improvement of storage to allow items to take less space. Rattling this off in a spare moment but I’ll give it thought when I have a minute. Perhaps a temporary boost that fades away. An increase wouldn’t work. Perhaps its just a risk of reincarnating. There isn’t much of one at present
Any repairs to walls or structures in general gradually increase or lower the cap to come in line with your current construction level. This helps to keep all of your built walls equal and rewards the stability and maturation of a base whilst not requiring a complete restructure to up their durability once a player’s skills have increased.
When a player or tribe’s Construction dips below that required by the walls then a random / the most damaged wall suffers accelerated decay – or my own personal preference of all of the walls take increased damage skewed by the difference in Construction required and currently held. If wished there are a few more factors that could accompany this such as destruction v construction level.
Though it’s also not not true I believe, as I’ve not seen John or Kay comment on it.
They’d be pissing off a lot of people if they did, for no real benefit, so I don’t see it happening.
Is it a static figure?
Or based on related skill level as books are?
Simple enough to test if unknown … will get on it later.
You sir / madam, are legitimately the best thing on these forums.
Always look forward to a new post from you in this thread.
I know [Removed by mod], my ideas would never drop to just an on par level.
Thanks for noticing.
Any substantive reward breaks the pay to play ethos of maintaining unequivocal balance.
Pretty much only option should there be a reset, beyond perhaps a blanket gift of a blue star to accounts across one / some / all stats. Not exceeding the cap of course.
FYI though, if you’re going to make a post to have a dig, try doing it on the shovel thread 😉
- This reply was modified 1 year, 10 months ago by Kaylovespie. Reason: vulgar personal attack
Sounds good until it’s attacked by wolves / players and all your stuff spills out :p
A special costume or hat 🙂
Hopefully but I think it’ll not happen.
Las falla fueron abusadas
That fun dissipates when those players take their project to mean that they own the entire server, evidenced perfectly be EU.
This is a great idea.
A few balance issues to redress but it’s a great way to channel some kf the combat and spare time players seem to have. I’d go for PvP being one route for control to allow non-combative tribes a shot as well.
Doesn’t function in theory let alone practice.
Taking the bare minimum of gear, having an ally to collect it, and of course just attacking those with no hope of victory all bypass it and aren’t affected by this.