Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Time Capsule (How-to Library) » "How does it work?" Part 3: Experience Level
Re: "How does it work?" Part III: Experience Level[message #254465] Mon, 21 June 2010 19:23 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
well, you need something like endurance for that - it doesn't exist
Re: "How does it work?" Part III: Experience Level[message #254476] Mon, 21 June 2010 20:42 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
The hit-point thing is problematic in any role playing game that utilizes it. It's not realistic, and it's not logical. D&D tried to explain it by saying that experienced characters can avoid death more often, so if they are "hit" a dozen times without dying, it means they just minimized the damage. In other words, increasing hit points is really just changing the scale - the damage points stay the same but they have less effect since you can take more of them. It's the same as damage resistance.

The problem is that the explanation doesn't fit the system, because Hit Points are based heavily on endurance (or in our case, health). So, like every role playing system, we need to make a choice: We can keep pretending that hit points are actual bodily resistance to damage, in which case we need a second attribute (endurance), or we pretend that hit points are the ability to minimize damage through experience, in which case we need to separate them from the health attribute and connect them to experience level instead.

Either solution is complex and unrealistic.

The only solution I like is to dump the HP system. I never liked it in any game. We need a hit-location and effect system.

Of course, that one is also incredibly complex. Just not unrealistic. Razz

Quote:
Naa, we better leave stamina out of this discussion unless something like this is implemented as a separate value. Wink


Yes, I get the hint, you can stop winking now.


Re: "How does it work?" Part III: Experience Level[message #254481] Mon, 21 June 2010 21:43 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
Headrock

Quote:
Naa, we better leave stamina out of this discussion unless something like this is implemented as a separate value. Wink


Yes, I get the hint, you can stop winking now.



Hey, do you think that I would like you to implement something like this? No, you have much more important things to work on, like the new CTH system.

Anyway, at the moment I would love to see some finished things in SVN, things like the new traits from Sandro's mod and NAS, so that we don't always have to chose "Do I play that mod or that mod or that mod..." just because they have their own exe with their own code base. Those mods have much more impact on gameplay than a "stupid" endurance/stamina whatever value. Also getting rid of some annoying bugs would be really nice. No offense but I think that it is more important to consolidate the code base and do bug fixing instead of opening one construction site after the other. If I had the knowledge and means to program myself I would be happy to help and speedup the process.

Re: "How does it work?" Part III: Experience Level[message #254493] Mon, 21 June 2010 22:58 Go to previous messageGo to next message
Never Darktide

 
Messages:88
Registered:July 2009
silversurfer
Anyway, at the moment I would love to see some finished things in SVN, things like the new traits from Sandro's mod and NAS, so that we don't always have to chose "Do I play that mod or that mod or that mod..." just because they have their own exe with their own code base.


True. I just like to tweak and mess around with what I can, and one thing leads to another, I actually learn stuff, and might be able to do some of that someday...or maybe not, hehe, but I can dream.
Re: "How does it work?" Part III: Experience Level[message #254511] Tue, 22 June 2010 00:42 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:
Anyway, at the moment I would love to see some finished things in SVN, things like the new traits from Sandro's mod


Unfortunately, STOMP would be very complicated to make optional, so including it in 1.13 is also a problem. But it IS possible. If Sandro comes back, he might do it. But it doesn't look like he's coming back, at least not now.

Quote:
Hey, do you think that I would like you to implement something like this? No, you have much more important things to work on, like the new CTH system.


Then you shouldn't have brought it up in my presence. :vader:

Razz


Re: "How does it work?" Part III: Experience Level[message #254513] Tue, 22 June 2010 01:01 Go to previous messageGo to next message
Never Darktide

 
Messages:88
Registered:July 2009
Is there some (preferably easy) way to make STOMP independent of HAM 3.5, so that the independent version could be used with HAM 3.6?

My thoughts are "it's probably just a matter of making an .exe that allows STOMP, HAM 3.6, and whatever other mod features you want" but it's probably not that easy.
Re: "How does it work?" Part III: Experience Level[message #254516] Tue, 22 June 2010 02:10 Go to previous messageGo to next message
DakaSha

 
Messages:50
Registered:June 2010
Somebody was working on that in the STOMP thread.. but he seems to have gone AWOL heh
Re: "How does it work?" Part III: Experience Level[message #254519] Tue, 22 June 2010 02:34 Go to previous message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:
Is there some (preferably easy) way to make STOMP independent of HAM 3.5, so that the independent version could be used with HAM 3.6?


Since HAM 3.6 is just HAM 3.5 with some stuff added on top, separating STOMP from HAM 3.5 first would be unnecessary. And yes, I seem to recall at least two people promising to do the graft. It isn't actually complicated - Just a lot of work. Most people fear hard work. I know I do!


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