Section8 Synaesthete

Joined: 23 Oct 2002 Posts: 4309 Location: Wardenclyffe
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Posted: Sun Feb 03, 2008 7:38 am Post subject: |
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| Quote: | | Sorry for just ranting away like that. |
Not at all, this is one of the reasons I wanted these forums - so people could rant about my design ideas and I can refine them into something truly top notch. So cheers for the effort.
| Quote: | | I'm afraid you've lost me there. I thought you wanted to prioritise the primary stats and not every stat separately. But from the looks of the quote above you let the player set his priorities for every single 'sub-stat' (like Speed) which leaves me in wonderment. |
Well, in theory each of the ten stats ought to be as worthwhile as one another, so if you decide you want a fast character, but not a strong one, then you prioritise Speed higher than Strength, and that comes with certain advantages and disadvantages.
The five pairings just help to rationalise the ten stats into a simpler framework, but I think it would simplify thing too much if you were only prioritising by the five pairings.
| Quote: | | If that is true what hinders me to give every stat a higher priority? Even if you actually do prioritise the primary stats (although I'm not exactly a fan of such segregation) this 'all x equals 10' thing doesn't make much sense to me because in that case, if I choose a priority of 8 for every primary stat that would mean that I would only have 5 vs.5 sub-stats that are equal to each other and not all 10. |
You can do that, but you're always drawing from a fixed pool of available stat points, so if you set everything at their highest priority, they're all equally weighted. So for instance, say there are 100 points in the pool. You prioritise everything equally, and you have 10s across the board, regardless of how high that equal priority is. Only when you start pushing certain priorities ahead or behind do you get varied results.
If you set everything at 5 and one at 6, it would get slightly more points out of the pool. The one with the priority of 6 would have an actual value of just under twelve, everything else is pushed to a value just under ten. If you set everything at 2, and one at 10, then you'd end up with the high stat at around 36, and the rest at around 6. That's not to say the final formula will work in that way, since that's pretty extreme, but it gives you an idea.
| Quote: | | Or do you just mean that the player has no real opportunity to screw up character creation? A little explanation would be nice. |
That will all depend. Ideally, I'd hope that the vast majority of character builds can do something entertaining with their time, but being a realist, I'll almost certainly have to take measures to prevent extremes such as the 36 vs 6 example above.
| Quote: | | I see bigger problems with the skills though. You often (way too often if you ask me) differ between two factors while using sub-stats: efficiency and speed. But now I have to ask, why should I prefer speed over efficiency? What would be my reason to risk wasting precious resources and maybe even time (spent with failures) only to 'get the job done' faster? I'll try to elaborate. |
That's a fair criticism, I'll do what I can to elaborate. Time is crucial in Synaesthesia, and that's why speed vs efficiency is a common theme. I'm drawing a lot from strategy games for this aspect. Think Civilisation, where you can spend a huge chunk of revenue rather inefficiently to hurry production of a unit/wonder when speed is critical. Or Jagged Alliance, where you could run a single night op each day at low cost and low risk, or you could try to steamroll your way across the country as fast as possible to secure important resources. Even in games like Starcraft (singleplayer) you could meticulously take apart an enemy's defense by selectively using units to "trump" weaknesses, or constantly withdrawing to repair units that have been damaged.
The basic premise here is that efficiency is always desirable, but not always feasible. I'll endeavour to explain with relation to individual skills.
| Quote: | | Combat Arts: The easiest factor to balance as far as I can see. |
Combat is pretty straightforward, and it's intended to be my "anchor", something that's entirely familiar to RPGers, and won't take too much to understand.
| Quote: | | Brawling: Sounds ok although I can't yet fathom how you'll get stamina in as a factor. |
In theory, Stamina works in a similar fashion to stamina in the Total War series. It's a steady downward spiral with increasing penalties, so "fitness" becomes a great advantage, allowing you to take more profound actions and remain at peak efficiency for longer during combat.
| Quote: | | Firearms: This may sound rude but you should really scrap the recoil thing. You already got enough distinction between Strength and Speed. Strength means bigger guns means more damage to the expense of a lower firing rate. Speed means small guns means less damage but dealt in very short frequencies. Clear and simple. Recoil in this regards could trivialize the advantage of speed so you might want to reconsider the thought. |
I'll see how it goes in practise, but that's a fair suggestion, not rude at all.
| Quote: | | Medicine: Now I'll have to figure out what you mean with 'degree of success'. [snip] |
Hopefully this is something that will become a bit clearer when I start talking about the various gameplay modes (sooner rather than later). Health is something I want to model with a great deal of complexity, far beyond hitpoint systems which kinda bug me.
The main idea behind "degree of success" is not so much about how effective the healing is, but how restrictive the recovery is. It's difficult to explain without the bigger picture, so I'll try to revisit this once I've given a better run down of player health and medical gameplay.
| Quote: | | Engineering: Why is Speed of matter when it comes to building stuff? Or does it also include repairing things? |
Why have more than 10 engineers/scientists working on a project in X-Com? Time is critical to all endeavours, though obviously you can compensate for a lack of speed if your work is more focused/skillful. Repairing is part of the same deal, basically, and something you need to balance against building things.
| Quote: | | How exactly is it important to 'glean understanding'? Where is the benefit of preferring Intellect above Ingenuity and vice versa? |
Understanding what you're working with is important. Basically, a lot of the gameplay associated with Engineering is "mushroom picking" - finding just the right bit of junk for your needs. Rather than having component X with properties A, B, C, D and having stat cutoffs to hide D to players without godly Ingenuity, C to characters with slightly less and so forth, it all just takes time to gain a full understanding of those properties. And if it takes you two hours to analyse four different rifle barrels to work out which is best for your purpose, while it takes another guy half an hour, then he can spend that extra 90 minutes doing something more productive.
On the other hand, Intellect relates to how effectively you preserve those properties in a finished product. A highly intellectual engineer may not care as much about the quality of his components, because he gets the best out of whatever he's using. Obviously, being intellectual and ingenious is ideal.
| Quote: | | From my point of view to favour one of these stats over another doesn't seem to bring any real benefits as they complement each other even more than in case of any other skill you've shown. |
That's true, but I'd hope players would still find reason to favour one over the other within the context of their other stats. I like to think there is room for a scavenger type that is combat focused, but also has some skill in assessing junk, a repairman that rarely needs to assess anything because he's reworking existing parts more often than not, and so on. The difficult part is making sure the game effectively caters for players that blur the lines between the archetypes.
| Quote: | | Street Smarts: Owh! Here comes the part where I can hear the planes crushing down, I believe. Seriously, why should I give a damn if I know the chance of success or not (at least when I can save/reload at any given time)? I mean when a flesh eating monstrosity will spot me I'll notice soon enough. |
There's more to it than that, but I have to admit that I still have some concerns about it. The idea is that perception feeds a lot of information, much more than percent chances here and there. To start simple, being able to assess the lock on a well-lit door from a distance provides a decent sort of advantage if you don't have to walk over into the light to check it out. To get more complex, being able to assess the field of vision, patrol path, hear someone on the other side of a door and so forth makes the player's life easier.
But that's where my problem comes in. The whole fun of games like Thief is figuring all of that out and working within the situation. Right now, the idea is to set the difficult curve fairly high, so perception is essential - with the mitigating factors being that a character who has spend their points elsewhere has more respite if they fail to be sneaky - like the "safety net" concept, or being able to use combat skill to take down an enemy quickly and hope they don't alert any allies. It's a bit sketchy, but I think it will work well enough.
| Quote: | | Same if I fail to pick a lock. As it stands on paper I would prefer Proficiency, as a thief character, any given day. The only thing that could stop me would be the sacrifice of weapon accuracy. But maybe this is the aim? |
That's part of it, but ideally a "pure" thief would want both Proficiency and Perception. A part time thief/gunslinger would naturally have high perception, and would be pretty good at sneaking around and reading a situation, but wouldn't be able to make as much of it as a highly proficient thief.
| Quote: | | Social Graces: This is really a hard one. From what I can gather it might be best if you ignore the symmetry and orientate more on the actual situation. If you want to threat someone just check on the character's Strength/Countenance stats and so forth. Chances of success can be shown by colouring the dialogue lines accordingly (the usual way: green most likely success, yellow risky, etc.) instead of having any social skills listed on a character sheet although this will hurt transparency. It would also make things more complicated for you to implement of course. But this would only be my personal preference anyways |
Yeah, this is going to be the real design challenge for me, working with this and my grand plans for dialogue systems. That will get much discussion at some point, but I'm aiming for something much more complex than simple checks on dialogue lines. To me, intimidation isn't just about being able to deliver a good threat - it's about building up a presence in the way you carry yourself and the way you talk, and not always in the context of intentional intimidation.
So to that end, I want intimidation/suggestion/etc to be part of general conversation. I just think so much of it comes with familiarity, rather than a single situation. And because the game deals with such a small set of well acquainted NPCs, it's possible to work toward this.
| Quote: | | Well, a character trait would certainly be nice. But then again I can't know how you'll handle skill trees. Are the branches exclusive (meaning that if I choose the aim trait I can't chose the one that raises my accuracy anymore)? Or is it more comparable to the known scheme of a skill tree where you buy traits? Again, a little more clarification would be nice. |
This is something I really should have made a lot clearer in the initial post. I'll work something up to properly explain skill trees. It's pretty important to this whole concept.
In any case, cheers for the discussion, I hope I've made a few points clearer, and you've given me some food for thought on how I can refine and improve the ideas I've got. Cheers.
Now, on to the other posts: _________________
| crakkie wrote: | | Multiheaded dick swings and hits you in the ass and leg for 10 points. |
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