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Szlat

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One thing we haven't discussed is Stats. In a separate thread we discussed how Stats should be capped differently for different Classes, but we haven't discussed what should be Stats. I suppose if an ability is available to all classes, and it has a numeric incremental value, then it could be consider for a stat.

UT2004RPG had 6 Stats -
Weapon Speed
Max Health Bonus
Max Adrenaline Bonus
Damage Bonus
Damage Reduction
Max Ammo Bonus

Is this the list we want?
  • Weapon speed. Although I am not sure a pure wizard would ever have a positive weapon speed bonus, I think we need to leave this in. It can be used by all classes as a guide as to how fast to do things.
  • Most RPGs have the equivalent of a health bonus, so that is fine.
  • Adrenaline. In UT2004, the adrenaline bonus got added to the base 100 max. Now, we will probably be starting from zero - unless we default everyone to starting with 100. I think in
  • Damage Bonus/Reduction. In
  • Max Ammo Bonus. I am not sure about this one. Should we instead just have a resupply stat? Or should both be abilities?

    There are other things we could consider for stat status:
  • Quickfoot - walking/air/vehicle speed
  • Max shields - similar to health bonus but for shields
  • jump height
  • Air Control
  • Iron Legs
  • If Max Ammo is a stat, should smart healing also be a stat? And have a similar stat for shield pickups also? I think no for all three
  • If we are considering resupply as a stat, should regeneration and adrenal drip also be stats? I think no to all three

    I suppose if Stats are just numeric values changes, and do not do anything on a timer, then resupply and regeneration should not be stats.

    Thoughts?
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    Szlat wrote:
    One thing we haven't discussed is Stats. In a separate thread we discussed how Stats should be capped differently for different Classes, but we haven't discussed what should be Stats. I suppose if an ability is available to all classes, and it has a numeric incremental value, then it could be consider for a stat.

    UT2004RPG had 6 Stats -
    Weapon Speed
    Max Health Bonus
    Max Adrenaline Bonus
    Damage Bonus
    Damage Reduction
    Max Ammo Bonus

    Is this the list we want?
  • Weapon speed. Although I am not sure a pure wizard would ever have a positive weapon speed bonus, I think we need to leave this in. It can be used by all classes as a guide as to how fast to do things.
  • Most RPGs have the equivalent of a health bonus, so that is fine.
  • Adrenaline. In UT2004, the adrenaline bonus got added to the base 100 max. Now, we will probably be starting from zero - unless we default everyone to starting with 100. I think in
  • Damage Bonus/Reduction. In
  • Max Ammo Bonus. I am not sure about this one. Should we instead just have a resupply stat? Or should both be abilities?

    There are other things we could consider for stat status:
  • Quickfoot - walking/air/vehicle speed
  • Max shields - similar to health bonus but for shields
  • jump height
  • Air Control
  • Iron Legs
  • If Max Ammo is a stat, should smart healing also be a stat? And have a similar stat for shield pickups also? I think no for all three
  • If we are considering resupply as a stat, should regeneration and adrenal drip also be stats? I think no to all three

    I suppose if Stats are just numeric values changes, and do not do anything on a timer, then resupply and regeneration should not be stats.

    Thoughts? 


  • Well the base 6 for sure. Also I always did want a Shield Stat instead of the Shields Up ability. For most of the abilities you listed, Id have to say that they should remain as abilitys and not stats.

    Also it would be nice if Admins had the ability to change what each point gives each stat.

    The Core stats in Ut2004 were really balanced IMO. The only adjustment I would change would be Nerf the Weapon Speed to be 0.5% instead of 1% per point.

    Currents.
    Weapon Speed - 1 point equals 1% faster weapon speed.
    Health - 1 point equals 2 points of max health
    Adrenaline - 1 point equals 1 point of max Adrenaline
    Damage Bonus - 1 point equals 0.5% damage increase
    Damage Reduction - 1 point equals 0.5% less damage taken
    Max Ammo - 1 point equals 1% more ammo to be carried.

    As Additions.
    Shields - 1 point equals 1 point of max shield

    For regenration and such, either they all should stay as abilities or we do away with abilites all together and make everything stat based.
    --------------------------------
    Full Stat Base. Beta Idea

    ~Regeneration - 1 point equals 0.05 Health Regened a Second. (Unless its possible to handle fractions, it would be 1 every 20s and such.

    ~Vampire - 1 point equals 0.5% of damage is also leeched to the player

    ~Smart Healing - 1 point equals 2% more health and shields gained from pickups. {wont need ammo since ammo is already based of max ammo, also can split this into 2 abilities, Smart Healing and Reinforced Shielding}

    ~Quickfoot - 1 point equals 1% increase in movement speed.

    ~Energy Leech - 1 point equals 0.25% of damage is also leeched as adrenaline

    Etc.

    And for stats that cant have a direct % of increase, like Loaded Weapons and such, have it as a progress. 1 point equals 5% of progress to next level of Loaded Weapons.

    But I think we either keep it the same as it is and add Shields to it and have the ability to change the values of what each point gives or just turn everything into 1 giant stat page.

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    Wonko The Sane

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    I say keep the current 6 and add shields bonus. Others are more suitable as skills in my opinion.

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    -Jason_x-

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    Szlat wrote:
  • Adrenaline. In UT2004, the adrenaline bonus got added to the base 100 max. Now, we will probably be starting from zero - unless we default everyone to starting with 100. I think in 
  • Well if you put Adrenaline in..and as a result AM's in..This means this class would need more investment class wise than the others...Cant use the adren if you dont got it and the WM just needs weps and hes on his merry way

    Szlat wrote:
  • Quickfoot - walking/air/vehicle speed
  • Max shields - similar to health bonus but for shields 
  • Quickfoot affect vehicles? I did not know that...o.0
    Max shields could be a stat, but I can help but asking the question of what happens with UT3? seeing shields are no longer generic but some for the feet some for the chest some for the head..?

    Szlat wrote:
  • If we are considering resupply as a stat, should regeneration and adrenal drip also be stats? I think no to all three 
  • Arent stats something everyone can buy? and are things that decide "if you have x amount of A you can buy lvl 3 of B "?

    Szlat wrote:
  • If Max Ammo is a stat, should smart healing also be a stat? And have a similar stat for shield pickups also? I think no for all three 
  • But isnt max ammo analogous to more so to Heath bonus max..Smart healing makes you pick up more health from one pick up...while max ammo just lets you hold more ammo as health bonus allows you to hold more health
    As for the shields idea...a similar skill sounds interesting

    I agree with Wonko...Just add on the shield bonus to the existing stats

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    FogRaider(_MM)

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    I think, keep the base 6. Possibly change the ratios of points/effect for damage bonus/reduction/health/weapon speed.

    IMO, make max shields a stat, and make Quickfoot into a Movement Speed stat, but keep the rest as abilities. The rest aren't important enough to be stats.
    Szlat

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    -Jason_x- wrote:
    But isnt max ammo analogous to more so to Heath bonus max..Smart healing makes you pick up more health from one pick up...while max ammo just lets you hold more ammo as health bonus allows you to hold more health 
    Max Ammo does 2 things. It lets you hold more ammo, but also increases how much ammo you get in each pickup.
    I can't remember the exact figures, but MaxAmmo of 50 gives you something like 50% extra in each pickup.
    So MaxAmmo does for ammo what Health Bonus and Smart Healing combined do for health.
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    Szlat wrote:

    -Jason_x- wrote:
    But isnt max ammo analogous to more so to Heath bonus max..Smart healing makes you pick up more health from one pick up...while max ammo just lets you hold more ammo as health bonus allows you to hold more health 
    Max Ammo does 2 things. It lets you hold more ammo, but also increases how much ammo you get in each pickup.
    I can't remember the exact figures, but MaxAmmo of 50 gives you something like 50% extra in each pickup.
    So MaxAmmo does for ammo what Health Bonus and Smart Healing combined do for health. 
    Did not know that..
    Hmm....
    Well then Max ammo maybe should be a skill..OR..split in 2 perhaps?..
    But rlly..?.I didnt know that...o.0...
    Maybe that should be added to the description..

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    Grizzled_Imposter

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    How about instead of ammo bonus for every weapon, it is purchased per weapon at a slightly cheaper rate>???

    then add individual "shield locations" as skills and you can decide how much shields and what locations each class can buy.

    thats my 2 cents, i am sure that there are other good ways to do it........

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    As far as the shield stats go, doesn't UT3 have different armor peices/styles you get? Maybe you could buy the different peices/levels of armor instead of just adding onto a shield stat. From the screenshots Ive seen it appears that you can take damage to the different pieces of armor also.
    Might fit better with UT3's style done like this.




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    Continuum wrote:
    As far as the shield stats go, doesn't UT3 have different armor peices/styles you get? Maybe you could buy the different peices/levels of armor instead of just adding onto a shield stat. From the screenshots Ive seen it appears that you can take damage to the different pieces of armor also.
    Might fit better with UT3's style done like this. 


    So like have it so you can increase the body amour to withstand one rock..and the helmet to more than one headshot?

    The leg shields...well...Im not certain what they do logic wise aside from add on 10
    Prevent you from tripping? Maybe?

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    Grizzled_Imposter

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    my guess is that leg armor prevents damage, I could be wrong tho. as for other effects, does it need any?


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    Grizzled_Imposter wrote:
    my guess is that leg armor prevents damage, I could be wrong tho. as for other effects, does it need any? 
    They do but its localized..to your legs...soo..If I shoot you in the leg..10 damage prevented..in your legs..If I shot you anywhere else you get hurt....
    Thus I fail to see the logic..o.0

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    Grizzled_Imposter

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    While I know that you always aim for the head, the point comes up when you are walking around in goo land (what the bots make an area when the only available weapon is the bio)

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    Grizzled_Imposter wrote:
    While I know that you always aim for the head, the point comes up when you are walking around in goo land (what the bots make an area when the only available weapon is the bio) 

    Aaaah ok..now I see a use for it..
    (actualy I was thinking more along the line of aiming for the mid body region the broadest part that moves the slowest..vs the legs which move as you run...

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    Continuum

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    -Jason_x- wrote:

    Continuum wrote:
    As far as the shield stats go, doesn't UT3 have different armor peices/styles you get? Maybe you could buy the different peices/levels of armor instead of just adding onto a shield stat. From the screenshots Ive seen it appears that you can take damage to the different pieces of armor also.
    Might fit better with UT3's style done like this. 


    So like have it so you can increase the body amour to withstand one rock..and the helmet to more than one headshot?

    The leg shields...well...Im not certain what they do logic wise aside from add on 10
    Prevent you from tripping? Maybe?  


    I guess what I was thinking of would make armor an item and not a stat. Instead of buying individual stat points of armor you would need X amount of points to purchase a piece of armor/helmet or what have you. There would need to be different levels of armor. We could make it so that you specify the material and mesh that way we could start with just assigning a different material and still allow someone with modeling skills to be able to create a new armor mesh at some point. (not sure exactly how the player setup works i.e. if you choose your armor from the character selection menu or what if so that may be more work than it is worth)




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