Damage

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16 comments, last by Landfish 23 years, 10 months ago
Yeah, realism is always good

I like the crippling idea, and, whatever else you do, NEVER EVER tell the players health in numbers.
Text based is cool.

Selective armor is also good and aiming for weak spots (harder to hit of course) can give a game a lot of umh...stuff.

I find the idea of the evil circle not so bad at all. If you were seriously wounded taking on the poor goblin horde and spent all night plundering their hideout you risk geting your wound infected and all...
Then you might just stumble through the marshes looking for a spot to rest and patch yourself up. THis is what happens to the real heroes (read any fantasy novel).

In case of your sword arm being hit a skill like ambidexterity could come in handy...



I guess it´s ok to make the player more afraid of the dangers of the hero style life. Much more fun if you can lose.
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If you''re using text, descriptions are nice, providing people know the order they come in. Otherwise you''re just making it more awkward for them. With graphics, I think some sort of gauge is nice, like in Diablo where there''s the globe of blood or whatever it is. It still gives you the quick at-a-glance check on how close to death you are, but doesn''t really yield exact numbers for you to start analysing the system with.

Regarding making players less capable as they get more and more injured, this can work fine, as long as you don''t make it linear. That is, don''t make someone on 50% health function at 50% effectiveness, as that is probably too harsh. Change the line in the formula to a curve by adding a square and that gives characters a little more staying power

This kind of effect can also be used to encourage co-operation on multi-player games, as no-one would want to be left bleeding and alone deep in enemy territory.
I believe there''s nothing wrong with physical consequences after severe wounds or a harsh battle.But there must be a way back,i mean remedies and healings.
Herbs ,potions,magic or even resting a while(time is the best doctor) may give the hero back his powers(or part of them depending on the effectiveness of the remedy).
Voodoo4
Here these words vilifiers and pretenders, please let me die in solitude...
A skill for ambidexterity is a good idea. I think these consequences would make a player think twice before risking severe injury or death. Also, I agree that resting should be able to help heal wounds. Perhaps, the player would have to rest for as much as 3 or 4 days to completely cure the wounds, but it could just happen over a few seconds in real time. The main drawback to losing 3 or 4 days of game time would be if you have to do time-intensive quests, and having to heal for a few days could really cause the player to choose his/her actions carefully.

Edited by - Nazrix on June 5, 2000 3:47:54 PM
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
I think it;s really cool that someone pointed out that realistic location based damage and negative damage modifiers are not very suited to COMBAT-CENTRIC games, but in games of which combat is only a small part you should be OK.

Sure, things get worse the more health you lose. That''s why in real life, you RUN AWAY! Nurse yourself back to health and if you must, go back and try again. But more often; stay the hell away from the guy who throttled you to begin with. But alas, the majority of games don''t (and shouldn''t) play like that.

One of these days i''m gonna take all these wacky-assideas of mine and make a game out of them! =)



This post was brought to you by the letter "Land", and the number "Fish"!
======"The unexamined life is not worth living."-Socrates"Question everything. Especially Landfish."-Matt
Yeah I agree with you totally, Landfish. The player would start thinking in terms of whether to start blindly murdering all those helpless goblins for fear that the player may spend days healing himself/herself. Wow, my mind's starting to think like Landfish's. Landfish's whacky ideas are beginning to spread like an epidemic!

Edited by - Nazrix on June 6, 2000 10:08:38 AM
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
While designing my RPG, I found the problem of hit points and attributes of the character vs player skills.

Do I test the character or the player ?
The answer is an hybrid system in which the character attributes ''helped'' the player skills.

The player started one or another attack and the character attributes slightly modify the path of the weapon.
[Real time]

Another solution could be to let the player plan and make the character act.


Another problem was with character health.
I do not want anything made before so I choose another way :
-the character skin/texture and geometry/model is modified by the localised damage it takes.

Well I''m thinking of enhancing the system through allowing env to change the skin/texture of the character.
This way you could have sand on your boots, blood on your shirt, green on your knee cause you''ve walk with the knee on grass...


With my CHARACTER vs PLAYER problem, what do you prefer ?
(using character attributes, and which one? using your own skills or only part and which ?)

To my knowledge ambidextry as always been a feature abused by the players. It make them more powerfull so they choose to be, it''s a ''break the rule''/''be the best of the world'' attitude everyone is tempted to follow.

-* Sounds, music and story makes the difference between good and great games *-
-* So many things to do, so little time to spend. *-
No! You''ve found me out! How am I to infect you all with my nonsensically orginal ideas if you are aware of it?! Curse you Nazrix! You''ve foiled my evil scheme!(thanks for the ego-rub, man!)

Anyway, Ingenu, I have actually written out pretty much the same ideas, but I never got as far a you did. Good job.
======"The unexamined life is not worth living."-Socrates"Question everything. Especially Landfish."-Matt

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