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Post by moof on Jul 12, 2011 3:43:12 GMT -5
I'm not sure how transparent this game is going to be with all of the mechanics and formulas for how everything in the game works with each other but if it is possible I'd love to know what everything in this game means Things like combat, what all of the numbers and variables are if standing far away increases or decreases accuracy, If standing by a building adds cover bonuses. If being surrounded makes it harder to dodge. Stuff like that for combat. What about what everything on the equipment actually does. What does "hard" do to your armor, whats the difference between 3 accuracy on a gun and 4. Why is it that I have over 4000 heat in los val?!
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Post by monkeyrogue on Jul 12, 2011 10:11:07 GMT -5
Moody has a good point. I hate doing all the reverse engineering work to crack a formula (plus now I have a family, so my time is veery limited). But it would help us in testing if we understood how the bits and pieces fit together. Like, does stealth improve your ability to escape? Maybe dex? Or is it only distance?
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Post by moof on Jul 12, 2011 10:47:54 GMT -5
I'm pretty sure it's distance, but I'm also pretty sure stealth and dex have a bearing on it.
Something like X>=Dex+distance+stealth and X = number required to escape, stuff like that could be neat to know. I don't think that is very close to the actual formula, but you catch my drift.
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Post by Cory Trese on Jul 12, 2011 11:29:08 GMT -5
Moof -- the equation for escape is athletics + stealth + distance >= security + boss monster perception + fixed value (15, aka 25% of the map, aka an annoying distance to walk)
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Post by Cory Trese on Jul 12, 2011 11:31:44 GMT -5
100% I intend to make this game fully transparent.
In Star Traders RPG I use a lot of really overly complicated mathematics.
In Cyber Knights RPG we are putting all the equations in one place and keeping them simple.
Instead of making up a whole new system (like ST RPG) we are loosely adopting a pen and paper RPG that we already have.
This is one of those big "lessons learned" things from ST. CK will benefit a lot.
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Post by HateSolstice on Jul 12, 2011 11:34:01 GMT -5
I always thought the equation was more like:
Bad guys with big guns + Scream like little girl + Large puddle of courage on the ground - Tough Guy act = Me throwing phone after I die repeatedly.
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moody
Exemplar
Posts: 298
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Post by moody on Jul 12, 2011 11:35:24 GMT -5
Or CK's law. If you have not much HP left and only 2 rounds in your gun, and your foe is toe to toe with you. You WILL miss both times!
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Post by Cory Trese on Jul 12, 2011 11:37:31 GMT -5
1st step: next release I will try to get all the combat stats showing on the battle screens.
So you can see adjusted accuracy (for movement, wounds, range, dodge, etc) and damage ratings. Then I will do a final review of the equations and put them all on the Wiki.
After that, we'll sort it out until it's transparent, awesome and everyone's at least moderately happy (but still missing a ton at 2HP!)
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Post by Cory Trese on Jul 12, 2011 11:38:21 GMT -5
moody -- I think having accuracy penalties for being wounded is awesome city, but it will be a lot more fun when you have 4 party members -- that way you're not stuck healing yourself so much.
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moody
Exemplar
Posts: 298
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Post by moody on Jul 12, 2011 11:50:11 GMT -5
@cory -- I was just making fun of Murphys Law. But yeah being wounded should reduce a few things. Hit locations would be nice, but could be difficult to code. It would make explaining why you can't run away with a leg full of holes, or shot accurately with broken arm.
Look forward to the Wiki!
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Post by monkeyrogue on Jul 12, 2011 13:08:41 GMT -5
Bless us, every one.
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Post by HateSolstice on Jul 12, 2011 14:24:46 GMT -5
What's the status on the STRPG wiki page? I still haven't been able to check it out.
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