realDragon11 / Trawel-Text

An open world text adventure rpg. (Source-Available, ask before redistributing.)
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SBP adds complexity but not depth, potential replacement? #54

Open realDragon11 opened 2 months ago

realDragon11 commented 2 months ago

Is your feature request related to a problem? Please describe. SBP are stats assigned to all weapons and armor, and take up a lot of display space/time. However, they don't add meaningful depth because most armors have matching or similar SBP stats. It is more a thematic holdover than an actual mechanic, with a few exceptions such as Chainmail and the Gold material. Wounds are interesting, but don't have clear enough distinct identities. Pierce and Sharp, especially, are so similar to each other.

Describe the solution you'd like Keep weapon attacks as being flavored sharp/blunt/pierce/hybrid, but change armor stats. This would allow focusing on the wound type being the distinction in that regard, while the numbers have more meaningful interactions with armors. Include a 'basic kinetic' resist, used primarily for non-armor penetrating attacks (sharp would have the most of these). When used as a damage type, would likely be allowed to have greater values but suffer more from armors. Include a 'hardened' resist, which would counter armor penetrating weapons. Possibly, could have this stat be in relation to the other two stats, with it being lowered or the other stats raised in comparison, and then let mixing handle attacks that have some degree of armor penetration. Alternatively, make a new armor system, with blocks or not. Include an 'elemental' or 'magic' resist, which would be used for the elemental damage types, as well as decay. When the game was first made, magic attacks did not play a strong role, and thus were relegated to side stats which were removed for clarity and brevity. This would allow them to become a stronger build decision, and armors would be more likely to have different magic resists vs kinetic resists than the current SBP scheme.

Examples A sword might have the following attacks: Slash: sharp wounds, kinetic damage Stab: pierce wounds, hybrid kinetic/AP damage Thrust: pierce wounds, hybrid kinetic/AP damage, but mostly kinetic Pommel: blunt wounds, lower mostly AP damage Slap: blunt wounds, mostly AP damage but some kinetic

Describe alternatives you've considered Removing damage types entirely, which would simplify the game too much and not create enough depth. SP could be combined and M could be added, but this feels like missing an opportunity for a better overhaul, rather than just entirely conflating SP without touching B.