More battle ideas

Got a great idea for HoA or wish to discuss a current feature? Let us know about it!

Moderator: Staff

User avatar
visage
Former Staff
Posts: 711
Joined: Sat Sep 03, 2005 9:19 pm
Location: USA
Contact:

More battle ideas

Postby visage » Thu Apr 27, 2006 6:56 pm

I was thinking about the stamina bar and how it serves as our ATB counter. I was thinking that perhaps the amount it increases could be a factor of Health and SP, or maybe just health. Here is what I mean:

At 100%, the stamina bar will fill 100% in 5 seconds.
At 50%, the stamina bar will fill 50% in 5 seconds, 100% in 10.
At 25%, the stamina bar will fill 25% in 5 seconds, 100% in 20.

So it pays to have your characters healthy.

The more I think about it, the more it may just be annoying.

Just tossing the idea out there.
User avatar
Roots
Dictator
Posts: 8666
Joined: Wed Jun 16, 2004 6:07 pm
Location: Austin TX
Contact:

Postby Roots » Thu Apr 27, 2006 7:36 pm

Interesting idea. It makes sense and brings more strategic thought of of the player, but yeah it might also prove to be totally annoying as well. :|


You know we have a lot of ideas like this one for the battle system (where we don't know if its good or bad). This one shouldn't be very difficult to implement at all, so maybe we should just start testing some of these ideas out in our battle system once we have most of the basics in there. :shrug:
Image
User avatar
visage
Former Staff
Posts: 711
Joined: Sat Sep 03, 2005 9:19 pm
Location: USA
Contact:

Postby visage » Thu Apr 27, 2006 7:46 pm

Definitely. I will keep a list of "ideas to test."

By the way, I get the not-so-subtle hint there. For those of you who didn't catch it, it was "Well, Corey, if you had the battle system done already, we would know if this idea were fun or not, now wouldn't we?" :D

Aye-aye sir, back to coding. :hack:
User avatar
Loodwig
Musician
Posts: 511
Joined: Mon Apr 18, 2005 5:15 am
Location: Chicago, IL
Contact:

Postby Loodwig » Fri Apr 28, 2006 5:09 pm

You could probably reduce the annoying factor by changing the ratios.

If you're at, say 100% health, stamina recovers at 100%

but lower health and stamina recovers at some rate * current health percentage. Set that rate to a low number, and you won't notice much if you're hurt, set it too high, and a scratch will paralyse you.

case and point, let's make the rate 2

health is 100%, stamina recovery rate is 100% (full health in, say 5 seconds)

health is 50%, stamina recovery rate is 75% (full health in 7.5 seconds)

health is 25%, stamina recovery rate is 66% (full health in about 8 seconds).

if health is 0%, stamina recovery rate is 50% :)

The limit as Health approaches 0 is equal to full stamina divided by the rate.

makes sense?
"We want a simpler and more melodic style for music, a simple, less complicated emotional state, and dissonance again relegated to its proper place as one element of music..."
~Sergei Prokofiev
User avatar
Roots
Dictator
Posts: 8666
Joined: Wed Jun 16, 2004 6:07 pm
Location: Austin TX
Contact:

Postby Roots » Fri Apr 28, 2006 6:26 pm

Makes sense Joe. :) I think a non-linear drop-off rate like you describled would be best.


Sometimes I'm worried that we just keep making our battle system more and more complicated with all these great ideas. :uhoh: But we can always change which features we implement and which we don't once we have the ability to start some aggressive testing/game balancing. That's the great thing about being open-source and our rolling release model: we can always change things. :D
Image

Return to “Ideas and Game Features”

Who is online

Users browsing this forum: No registered users and 1 guest