2.02.2019

3 Tier Game Statistic System: Free and open source game

Support NatureHacker with All Natural Tooth Formula

A game that uses this system will have 5 bars that can be reduced and recouperated during the game.  These basic bars will be health, mana, strength, accuracy, and spellpower.  Certain skills and other things may use up or regenerate these bars during gameplay.  These quantifiable statistics are driven by another deeper layer called "Values".  This word is used in 2 ways, these are quantifiable values, but also the personality or moral values the player wants to embody.  These are fitness, wisdom, leadership, friendship, and skillfulness.  In addition to these values influencing the players statistics, they also may offer other perks in game.  These perks can be used to help balance gameplay.  For example if no one is choosing friendship, it could have a bonus property on improving group experience or something.  These values will improve over the course of playing.  and the rate at which they improve will be dictated by charecter traits.  Charecter traits are the only things that can be directly chosen by the player at the beginning of the game.  They are charisma, perception, intelligence, drive, and boldness.  A total of 250 points (50 each) can be gotten but to start 150 points are allowed to be alloted in any way the player desires.  This could allow them to max out up to 3 traits.

Here is a picture of what traits benefit which values which in turn benefit which statistics.

traits
Charisma: leadership friendship
perception: wis,lead,friend,skill
intelligence: wis,lead,skillfulness
discipline:fit,lead,friend,skill
boldness:fit,wis,lead
care: karma, friendship, wisdom, leadership

values
fitness:health,str,accuracy,endurance
wisdom:mana,accuracy,spellpower
leadership:health,str,spellpower
friendship:health,mana,accuracy
skillfulness:mana,str,accuracy,spellpower
karma: endurance, health, mana

statistics
health: amount of damage can take
mana: amount of spells can cast
strength: damage melee
accuracy: chance to hit melee
spellpower: power of spells
endurance: base regeneration rate

all these connections can be tweaked to improve balance






more info:
300 max (50 in each trait, 6 traits total)
start with 100 pts so can max 2.

each level you gain 5 trait points.  So at level 40 you will max all your traits.  Levels are only gained from killing monsters in PvE.

Traits ONLY boost the learning rate for values.  So you do not have to level up at all to boost your values, it will just make it faster to do.

 The tick rate is the base rate %chance you will level up a value.  With maxed trait(s) that effect that value you will level up that value every tick rate.  The tick rate however is influenced by diminishing returns.

Values have no maximum but follow diminishing returns (logarithmic growth). They are gained by training in game.  This training can be PvT (player vs trainer), PvP, or PvE.  Values have a second level of diminishing returns in that you can't just constantly train one value.  There will be what amounts to a cooldown timer before you can train that value again.  If you try to constantly train 1 value your returns will quickly diminish.  This "timer" will be set so that normal gameplay will train you the most efficiently.

Statistics are the ONLY thing that effects gameplay.  Statistics are "where the rubber meets the road."

Values are the ONLY thing that effect statistic numbers.  So the numbers on your six bars are only affected by your trained values.  In other words, your traits do not effect your statistics.

Other players can only see your level.  So if you are a highly trained lvl 1, you will be a sleeper.

Value training:

fitness: trained by climbing, exploring, digging,using associated stats.
wisdom: trained by summiting, fishing, exploring, digging, collecting, meditating, using associated stats.
leadership: trained by grouping, meditating, using associated stats.
skillfulness: trained by crafting, using associated stats.
friendship: trained by grouping, talking, using associated stats.
karma: trained by turning engagement of hostile mobs to yourself when player currently engaged by the mob is close to dying, casting beneficial spells on others, meditating,using associated stats.

Values
fitness:health,str,accuracy,endurance
wisdom:mana,accuracy,spellpower
leadership:health,str,spellpower
friendship:health,mana,accuracy
skillfulness:mana,str,accuracy,spellpower
karma: endurance, health, mana


statistics
health: amount of damage can take
mana: amount of spells can cast
strength: damage melee
accuracy: chance to hit melee
spellpower: power of spells
endurance: base regeneration rate

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