View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0005727 | Valley 1 | Suggestion - Balancing Issues | Feb 10, 2012 7:34 am | Feb 14, 2012 10:59 am | |
Reporter | zebramatt | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.573 | ||||
Fixed in Version | 0.577 | ||||
Summary | 0005727: Starting characters - clearer variety | ||||
Description | Something struck me today: the random rolling of new characters can often result in all the characters being quite homogeneous on a particular occasion; or having one very similarly poor stat and some variety among the others. Now, characters from different regions and times might have different base stats and I like that (in fact, perhaps there should be more of that) but among the characters available at any given time, it strikes me that there should be a little less randomness and a little more forced variety. What I'm talking about specifically is that if you like your characters to be quick on the draw but don't care about much else, then when you get a roll where every character has a rubbish casting speed stat, the inclination is to re-roll by getting that character killed and trying with a new selection. Similarly, there have been occasions when they've all been rubbish apart from their maximum mana stat - about which I care the least. So if the way they were generated was linked, so that there was always one character with a green in each category, and the rest of the stats for each was then randomly selected based on HOW good they were at their one green, plus weighting for their era, etc. - then there would be less of an occasional feeling of just getting a duff run of characters and having to re-roll. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
|
Thanks! * The stats for characters now varies in a more obvious way based on their time period (all of these "points" are internal random rolling allocations -- how they translate to in-game actual stats doesn't matter, as that tends to change, but rather what matters is their relative values compared to one another): ** Time Of Magic characters lose 3 health points, but get 2 extra attack points and 4 extra mana points. ** Medieval characters have 6 extra health points, but actually lose 3 mana points. ** Bronze Age characters have 3 extra health points. ** Pre-industrial characters have 2 fewer health points, but 5 extra attack points. ** Industrial characters have 3 extra attack points. ** Contemporary characters have 2 extra health points, and 1 extra mana point. ** Ice age characters all have 4 health points, making them one of the easier types of characters to choose (they get an extra point compared to all others). ** Neutral skelebots get 7 extra health points, but lose 2 points from both attack and mana. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 10, 2012 7:34 am | zebramatt | New Issue | |
Feb 10, 2012 11:59 am | tigersfan | Internal Weight | => Feature Suggestion |
Feb 10, 2012 11:59 am | tigersfan | Status | new => considering |
Feb 14, 2012 10:59 am | Chris_McElligottPark | Note Added: 0019102 | |
Feb 14, 2012 10:59 am | Chris_McElligottPark | Status | considering => resolved |
Feb 14, 2012 10:59 am | Chris_McElligottPark | Fixed in Version | => 0.577 |
Feb 14, 2012 10:59 am | Chris_McElligottPark | Resolution | open => fixed |
Feb 14, 2012 10:59 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |