Small wounds wouldn't, as divided by a factor of ten they will give fractional numbers that we can floor/ignore completely.
Seems people are getting confused, their imaginations painting pictures of how they'll be in some accident, get damaged severely and then be left like that for life. It doesn't work like that. There is a chance it could happen, but then again it might not. The idea is to tune the chances/numbers so that you would really have to keep on getting beaten up badly to see them add up to something that starts bothering you.
Small combat tweak - "Maxhealth"
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- Dudel
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Rebma19 wrote:No dudel, it's not a lot going through. Every hit there's a chance of getting up to 10%(1/10th) of the damage done to you going through, but when you think about that, If you get hit 35% what are you getting?
Maybe to add to this, a variable in the system that decides whether or not you lose Max health, or something that say, every ten hits will take the 10% on the tenth hit?
That would satisfy the people who think it's too much damage.
For quick math 10% of 35 would round up to 4%.
In which case you'd lose 4% "MH" for taking 35% um.. "normal health". That would put your character, for taking one strike at 35%, with a "MH" of 96%, which isn't bad.
Yeah, okay... I was confused, maybe, but that sounds perfectly fair and well all the same.
This also is "okay" with the other few suggestions, if you put them all together as a whole.
I'm not 100% on how this would/will put all together let alone how difficult it would be to code... and if anyone in any of the departments would be "okay" or not.
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- Rebma
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Like, for every hit MH takes 10% of damage given. Over time x% of damage heals on its own (up to x% of course-maybe 50-75) So you still have some left-over damage and players don't get too worried?
So(for 50%heal) Someone hits me for 35%(healable). My MH takes a hit of 3.5%. ..1.75 is healable, 1.75 is sem-healable. After x amount of time, up to 1.75% would heal on it's own, the other 1.75% would be permanent.
EDIT: Wow, that kinda hurts my head to think about the coding issues. The oringal is better, cleaner cut. But it people get squeamish 10% could be lowered to 5% or 2.5% ..whatever..instead.
So(for 50%heal) Someone hits me for 35%(healable). My MH takes a hit of 3.5%. ..1.75 is healable, 1.75 is sem-healable. After x amount of time, up to 1.75% would heal on it's own, the other 1.75% would be permanent.
EDIT: Wow, that kinda hurts my head to think about the coding issues. The oringal is better, cleaner cut. But it people get squeamish 10% could be lowered to 5% or 2.5% ..whatever..instead.
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i gotta say, i dont see the point of permanent damage. This, to me, falls under the realm of trying to make cantr more realistic, but in a way that doesnt really add substantial worth to the game.
and in relation to the first post, with scaled health based on strength, while extremly interesting, i could only see myself supporting it if there was true compensation in the realm of skills. For example, right now i have a character who is basically a failure at life, awkward hunter, farmer, gatherer, builder, fighter, much weaker than average, and i belive novice at manufacturing tools and weapons. if he were to have 65% health, that just adds insult to injury.
however, if, for example, the much stronger than average have a % deduction from their skills (after numbers are randomly generated) and much weaker than average have a % added, then it would be more fair.
get what im talking about? if its confusing, i can lay out a sample character sheet for an example, but i dont really want to go through the effort if its not necessary.
and in relation to the first post, with scaled health based on strength, while extremly interesting, i could only see myself supporting it if there was true compensation in the realm of skills. For example, right now i have a character who is basically a failure at life, awkward hunter, farmer, gatherer, builder, fighter, much weaker than average, and i belive novice at manufacturing tools and weapons. if he were to have 65% health, that just adds insult to injury.
however, if, for example, the much stronger than average have a % deduction from their skills (after numbers are randomly generated) and much weaker than average have a % added, then it would be more fair.
get what im talking about? if its confusing, i can lay out a sample character sheet for an example, but i dont really want to go through the effort if its not necessary.
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