Difference between revisions of "User:Lavtiz29"
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== | == Weapons == | ||
Pants | |||
Weapons are an issue in the system. Not that they are particularly complicated, put some parts together, figure out stats, math, ???, profit. However in this case we've had trouble figuring out the math and how we want weapons to be built. So this is intended to explain what we want out of weapons and how the design should work going forward. | |||
=== Stats === | |||
All parts have Durability but weapons, and some equipment, have other Stats. Damage for starters, balancing that and AP has been an issue. We did determine that the best course of action would be to have a Basic Attack be 1 Damage, 1 AP and 1 Range. So with Damage and AP we need to allow for higher Damage weapons having higher AP. | |||
==== DC Calculation ==== | |||
The mathematical calculation determined to be the, current, best for balance is (Range + Damage) x 2 - AP + Durability. This creates a number that is fair on DC before any abilities are added in comparison to the mech and scales fairly well to allow higher AP weapons to do more damage, but also to cut down on long range high damage weapons with low cost. | |||
== | === Abilities === | ||
Abilities in this case come in two flavors Systems and Mods. The real problem with them is that it is hard to tell when to make an ability a mod or a system. This is due to the smaller canvas and the greater requirements weapons have. Many of the abilities we may need to give weapons could be sectioned out and currently, while they are in their original categories, they have been by the title of Mechanisms. Changes to the weapon that may or may not be visible, but are considered a separate category when assigning them to a Unit. The reason for this is so that you may assign these Mechanisms to the weapon themselves without needing to take up a slot on the Unit. Mechanisms should give a weapon a flavor that acts like a real weapon in some form similar to shooting with a machine gun, or a shotgun. | |||
==== Systems ==== | ==== Systems ==== | ||
Systems are designed to show what the model can do with a visual look. These are boost that are specified and designed to help elaborate that a unit with special armor or weapons can do things. Like having a machine gun that acts like a machine gun. However this also causes some issues with freedom. We need to find the appropriate middle ground to show that a weapon is a specific type of firearm. | |||
==== Mods ==== | ==== Mods ==== | ||
Mods on the other hand are designed to be internal changes that would not show up on the model. Normally these are changes like increased/decreased armor, special activation abilities like a Hyper Mode, or changes to the internal of the unit. Mods on a gun are an issue because it's hard to | |||
Latest revision as of 03:35, 14 November 2023
Weapons
Pants Weapons are an issue in the system. Not that they are particularly complicated, put some parts together, figure out stats, math, ???, profit. However in this case we've had trouble figuring out the math and how we want weapons to be built. So this is intended to explain what we want out of weapons and how the design should work going forward.
Stats
All parts have Durability but weapons, and some equipment, have other Stats. Damage for starters, balancing that and AP has been an issue. We did determine that the best course of action would be to have a Basic Attack be 1 Damage, 1 AP and 1 Range. So with Damage and AP we need to allow for higher Damage weapons having higher AP.
DC Calculation
The mathematical calculation determined to be the, current, best for balance is (Range + Damage) x 2 - AP + Durability. This creates a number that is fair on DC before any abilities are added in comparison to the mech and scales fairly well to allow higher AP weapons to do more damage, but also to cut down on long range high damage weapons with low cost.
Abilities
Abilities in this case come in two flavors Systems and Mods. The real problem with them is that it is hard to tell when to make an ability a mod or a system. This is due to the smaller canvas and the greater requirements weapons have. Many of the abilities we may need to give weapons could be sectioned out and currently, while they are in their original categories, they have been by the title of Mechanisms. Changes to the weapon that may or may not be visible, but are considered a separate category when assigning them to a Unit. The reason for this is so that you may assign these Mechanisms to the weapon themselves without needing to take up a slot on the Unit. Mechanisms should give a weapon a flavor that acts like a real weapon in some form similar to shooting with a machine gun, or a shotgun.
Systems
Systems are designed to show what the model can do with a visual look. These are boost that are specified and designed to help elaborate that a unit with special armor or weapons can do things. Like having a machine gun that acts like a machine gun. However this also causes some issues with freedom. We need to find the appropriate middle ground to show that a weapon is a specific type of firearm.
Mods
Mods on the other hand are designed to be internal changes that would not show up on the model. Normally these are changes like increased/decreased armor, special activation abilities like a Hyper Mode, or changes to the internal of the unit. Mods on a gun are an issue because it's hard to