On Sat, Jan 01, 2011 at 04:27:33AM +1300, Ralph Versteegen wrote:
> On 31 December 2010 23:14, James Paige <[email protected]> wrote:
> > On Fri, Dec 31, 2010 at 01:38:17PM +1300, Ralph Versteegen wrote:
> >> On 30 December 2010 18:20, James Paige <[email protected]> wrote:
> >> > On Thu, Dec 30, 2010 at 04:58:00PM +1300, Ralph Versteegen wrote:
> >> >> On 30 December 2010 05:47, James Paige <[email protected]> wrote:
> >> >> > On Wed, Dec 29, 2010 at 10:55:03PM +1300, Ralph Versteegen wrote:
> >> >> >> I looked down the HeartBug page wanting to tackle something, and more
> >> >> >> elements + the Plan for more flexible elementals seemed like a good
> >> >> >> task. However this plan is very sparse on details, and has never been
> >> >> >> discussed.
> >> >> >>
> >> >> >> http://hamsterrepublic.com/ohrrpgce/Plan_for_more_flexible_elementals.html
> 
> Oh, another question: what about taking 0% damage from an element?
> Should you always take 0 damage even if the "allow zero damage" bit
> isn't on? Initial I said "no" because it's inconsistent, but after
> Dark Blubber mentioned it on the forum I realised that "yes" would be
> better for most people. So I am thinking of a general bitset for it.

A general bitset seems appropriate. I can see people wanting it both 
ways.

> >> It's occurred to me that if we want to switch to unlimited later, then
> >> I should add the option for selecting the number of elements you want
> >> now (capped to 64).
> >
> > That is a great idea. The people who only want a few elements don't have
> > to clutter the ui with the rest, is that the idea?
> 
> It was some unsound chain of logic like "once the number of elements
> is freely selectable, people can select less than 64, so they will
> select less than 64; they won't want all 64"

Some old-school purist might want only 4 fire/water/earth/air.
... of course a REAL purist might be offended that 64 isn't even enough 
to get through the Lanthanoids ;)

> >> >> Practically every HotOHR request is a post-edit-edit feature if you
> >> >> take that approach... how did you hope to ever get any done?!
> >> >
> >> > I dunno. I keep leaving cookies and milk on my keyboard every night, but
> >> > the feature-elves haven't filled any requests for me yet :)
> >> >
> >> > No, actually, If I didn't have so much real life going on lately, I
> >> > think I actually would have had the editor editor finished already.
> >> > Certainly based on the pace I was working in the month or two right
> >> > before the HotOHR contest started.
> >>
> >> Yeah, it's too bad. I should probably get back to real life tasks for
> >> a while myself.
> >>
> >> No last minute dash to save your wallet? ;) "Bitset to disable item
> >> command in battle" would be stupendously simple... if you allow
> >> yourself to ignore future considerations. Hmm, I would actually tackle
> >> the task of adding a battle menu editor, if I had the time for it.
> >
> > Yeah, that would have been the easiest. I told myself this morning that
> > since I had some free time, I would try to fix at least one... Then I
> > played "Revenge of the Titans" for like five hours... so I guess I can't
> > blame real life for everything ;)
> >
> > From a strict cost-benefit analysis point of view, I guess that means I
> > payed $20 more for my Humble Indie Bundle than I intended to :)
> 
> Hahahah. Looks like MSW is also getting paid for his game-making efforts.
> 
> > My entire day today has been about poor impulse control :P
> >
> >> >> Ah yes. Spawning and counter attacks are easy because attacks will
> >> >> still only have a bit per element, as they do now. Did you eventually
> >> >> want to switch to percent elemental damage on attacks as well? We can
> >> >> worry about those then ;)
> >> >
> >> > I don't see any special reason to add percentage for attacks. That
> >> > sounds like it would just be extra confusion.
> >>
> >> It would certainly be confusing complexity...
> >> I thought that I saw that suggestion on the Plan page, but I see now
> >> I'm misremembering. Does this mean I just have to add elemental attack
> >> bits to equipment (an easy addition) to call it done? Surely someone
> >> can think up more element related feature requests?!
> >
> > I know people have asked for attacks to be able to turn on or off
> > elemental weaknesses on battle targets.
> 
> Uh oh, it's not as simple as "on or off" anymore. I guess we should
> supply several alternative ways to modify elemental resistances like
> "set to value", "add to value"... hang on, this sounds just like
> modifying stun/poison/etc registers with attacks. That might be a more
> flexible approach... I personally think it's a terribly complex way to
> accomplish stun and so on, though.

Hmmm... Yeah, the ability to target elemental percentages as damage 
registers would probably be most consistent. I agree that it (and the 
whole affliction register paradigm) can be fairly awkward to work with, 
but http://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_stat_buffs will 
massively alleviate that.

---
James
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