On Thu, 13 May 2010 22:51:55 -0700 Mark Wedel <mwe...@sonic.net> wrote:
> Exactly how potion improvement works is a bit different > discussion. One thought is a characters first 10 potions are sure to > work, and potions after that have some reduced chance (maybe -10% for > each potion, so potion 11 is 90%, potion 12 is 80%, etc, to a minimum > chance of 20%). These numbers could be adjusted for what is > considered appropriate (number of potions sure to work, reduction in > probability, etc). Currently, improvement potions are useless once a given number have been used and level array has been met. One suggestion for how to handle improvement potions which wouldn't have that issue, is as follows: Firstly, don't roll primary stat improvements, simply generate them to always be the same, (so something like gain (Con/4) HP/level, (Pow/7)+(Int/7) SP/Level, (Wis/7)+(Pow/7) Grace/Level With plus 1 when remainder < level% (4 or 7 as appropriate)) Those figures may well need adjusting depending on how many stat points are available in practice, and it may be worth defining a starting bonus, so level 1 characters aren't extremely weak. I am thinking of two effects: Firstly, there are the h/s/g points that the player has, and the points they would have if their stats had been high all along - So for example, If I play a level 1 character with 6 Con, reach level 10, then boost up to 14 con, I would have 20 less HP than if I had started with 15 con. Improvement potions could then rectify the gap there, so boosting the primary stats as though the gain were retrospective. - This would mean that any time a player gained a stat, they would want improvement potions. At high levels, (say when a player is level 80-odd and gained a stat), they would want /lots/ of improvement potions. Secondly, at every level up, have a bonus 1 HP/SP/Grace that could be gained, store this as 'potential Max HP/SP/Grace' (probably as an extra living struct on the player) and then when an improvement potion is used, have a chance (based on how much potential has already been granted) to transfer 1 point of potential Max HP/SP/Grace into 'real' Max HP/SP/Grace. (use the current potential 'current' HP/SP/Grace figures to store the amount that was transferred)). This removes the need for the level array tracking and gives pretty well defined results for characters, there is never any need for luck in character development, and boosting Con later rather than earlier is not much worse in the long term (other than affecting how many improvement potions are needed). Brendan. _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire