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XP for artifact use  XML
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monsto



Joined: 02/02/2007 14:08:06
Messages: 10
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BotFodder wrote:

I'm not so sure that other players should be able to get max+1s. Dru should probably weigh in on this ... 


I agree with this. It's one reason i wanted to be an AM... for that extra on whatever weap i run. If i can get it by begging an am, i'd just as soon be a wm and have that advantage as well.


Szlat wrote:
I agree it needs Dru's decision, as all things do. The thought of a medic+1 appealled to me. 


this is kinda a can of worms here. since it would only EVER be +1, how strong would you make it? 5% would be imperceptible while 20% would prob be overpowered. and then there's the reality of giving +1 to a guy that can make any weap infinite.

on the server i play on, medics tend to pwn anyway thx to their monsters. now they could get +10% damage on their infinite minelayer.

i'm not saying it's a bad idea, per se. i think most of the work of developing this baddy will be in balancing... and it may be more trouble than it's worth in that arena.

monsto wrote:
for experience gained, rather than tabling it (10pts for this, 1 for that, 5 for the other) make it something flatter . . . like 0.1 xp per adren pt spent or for the medic, 0.1 xp per pt of healing. this could work on the spheres as well. 
The bolts were all worked out at 10% of adrenaline. However, if we set the cost individually for each artifact, then different admins could configure the requirements to match their own servers. 

the % could be set as well. tho i suppose there's some server out there where they'd want to imbalance the xp to encourage actual working together. /me shrugs.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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monsto wrote:

Szlat wrote:
... The thought of a medic+1 appealled to me. 

this is kinda a can of worms here. since it would only EVER be +1, how strong would you make it? 5% would be imperceptible while 20% would prob be overpowered. and then there's the reality of giving +1 to a guy that can make any weap infinite.  
The medic weapon is currently a Healing+6 weapon, that is also infinite. The +1 would convert it to a Healing+7 weapon. Each plus only gives 1% extra damage. So, it wouldn't be that much better in fact. It was just an appealling thought.

monsto wrote:
the % could be set as well. 
Agreed, it could be done that way. Just so long as it isn't a global %, but a % specified per bolt type. It may be admins want to encourage certain types and not others. Adjusting the costs and paybacks does that. e.g. an admin may want the Bolt MWM to cost 100 and give 10 xp. But the Bolt of Triple Damage he may want to cost 100 adrenaline but only give 1 xp.
 
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