HamaIndustries / FEMultiPlayer-V2

Reupload & revamp of FEMP with fresh bugfixes... usually. Check "releases" for download.
http://eliatlarge.github.io/FEMultiPlayer-V2/
GNU General Public License v3.0
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New Modifier Request: "Imaginary Weapons" #58

Open ghost opened 8 years ago

ghost commented 8 years ago

Issue type: feature request

Preface:

Today there was a small discussion about the direction of FEMP, namely the pace of the battles, overall game duration, and balancing involving the proposal of making all units more durable by reducing damage potential across the board for all units, which occurred here: https://www.reddit.com/r/FEMP/comments/4fyxz0/suggestion_longer_battles/

The participants of this discussion seem to be in favor of introducing optional modifiers to FEServer that'll lend to extended play with less severe consequences to combat, primarily for the sake of balancing gameplay for use in more tactics-oriented "friendlies" - that is non-tournament battles. Below is one such modifier, proposed by me. The other is #59 proposed by @JustaLevelZero . I say we create them both so crazy souls like myself can truly "tip the scales" by enabling them both!

Description:

The "Imaginary Weapons" modifier allows for extended, more tactics oriented, play by treating ALL weapon Mt as 0 (because as the name implies, all weapons are now make believe and just a figment of the unit's imagination! Had to give it a cute backstory. :-D ). The goal of this modifier is to use some really funky math to ensure most, but not all, hits deal between 8 - 15 damage on average; lending to longer and more tactical battles. To prevent Generals, Paladins (in their current GK-ish state), Lords, etc. from being invincible as a result of this, and so Swordmasters and Assassins can still deal an acceptable amount of damage, the following measures should be taken:

I avoid the use of the word Luna because I'm not sure if using Luna to do the halving will make work easier or harder for the Battle Forecast window, as I'd like it to display the final outcome of these changes.

HamaIndustries commented 8 years ago

I can see providing info on activation rates assuming the result is always 100, but I'm doubtful as to whether it should be seen as anything other than an activated skill when it only affects certain units. regardless. I'll probably be working on this next.

ghost commented 8 years ago

Alright, I need to retool it a bit still to address some flaws I'm working on with it, so don't cut loose on it just yet. I really do deeply appreciate the work you've been doing though. It makes me so happy.

ghost commented 8 years ago

Good to go, I'm going to have to playtest it extensively with Sarah when it's ready. This turned out more complex than I originally thought it'd be. A lot of funky math I did to try and achieve the effect I wanted.