TwoClunkers / Clunk-Genesis

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Design Doc: Player Resource Pools (Health, Energy, Etc.) #16

Open RossMcConeghy opened 9 years ago

RossMcConeghy commented 9 years ago

Detailed descriptions about player health, energy, and other short-term resource pool management game mechanics related to the player object. Include categories of activities where these pools are depleted / recharged.

RossMcConeghy commented 9 years ago

One mechanic I've seen in other games that I like is "wounds". When you're out encountering dangerous environments or mobs there's a chance that during a confrontation you may receive a special kind of damage to any of your resource pools that cannot be healed without taking special actions. For example, if a bot gets whacked hard enough there may be damage to it's internal circuitry that it can't repair just anywhere, it has to use an advanced repair station to fix that damage. This kind of damage reduces the total size of the resource pool that the damage was inflicted to. Ignoring armor/weapon variables, consider these numbers: For each 10% of health lost (10% lost in 1 hit) there is a 5% chance that the total health pool will be reduced by 0.2%. With these ratios the most a player could lose in HP is 1% per 100 hits of 10%+ damage. So if the player had 100hp now they're down to 99 and it will keep going down the more "wounds" they receive. Then they head back to their base or to a nearby "village" to use the advanced repair station and restore their HP pool back to 100 for the cost of repairs and maybe some special resources. Armor and weapon types would influence the chance to receive a "wound". What do you think about this kind of "wound" mechanic?

jesterstud commented 9 years ago

i think it's great. It fits well with the "multi-systems" concept. And I like the secondary type of healing that it gives players. It could be used to reduce out put to all sorts of systems. On Mar 31, 2015 10:03 PM, "Ross" notifications@github.com wrote:

One mechanic I've seen in other games that I like is "wounds". When you're out encountering dangerous environments or mobs there's a chance that during a confrontation you may receive a special kind of damage to any of your resource pools that cannot be healed without taking special actions. For example, if a bot gets whacked hard enough there may be damage to it's internal circuitry that it can't repair just anywhere, it has to use an advanced repair station to fix that damage. This kind of damage reduces the total size of the resource pool that the damage was inflicted to. Ignoring armor/weapon variables, consider these numbers: For each 10% of health lost (10% lost in 1 hit) there is a 5% chance that the total health pool will be reduced by 0.2%. With these ratios the most a player could lose in HP is 1% per 100 hits of 10%+ damage. So if the player had 100hp now they're down to 99 and it will keep going down the more "wounds" they receive. Then they head back to their base or to a nearby "village" to use the advanced repair station and restore their HP pool back to 100 for the cost of repairs and maybe some special resources. Armor and weapon types would influence the chance to receive a "wound". What do you think about this kind of "wound" mechanic?

— Reply to this email directly or view it on GitHub https://github.com/TwoClunkers/Clunk-Genesis/issues/16#issuecomment-88350836 .

RossMcConeghy commented 9 years ago

Resource Pools