Im using the the word system carefully, because this barely counts as one.
All that said, lets get on topic.
Im trying to come up with a unified stat system for an strategy and tactics maps with rpg-esque elements.
And to be honest Im at wits end on what to do.
- There needs to be a linear scaling of sort. Players get stat rewards for completing quests.
- There needs to be an ability modifier of sorts, a non linear bonus to an ability. May or may not come from items.
Currently heres the plan.
I have 3 universal stats, offense (damage, ability damage), defense (health), resource (ie.mana)
Seems good on paper but there are few major problems.
- Summons scale off what exactly?
- What do heals scale off? a cheap way is to do % health healing. However that solution falls apart in regards to allied target heals. Another way of phrasing this question is how do you build a support class with the following system?
- TLDR is that the current stat system only makes sense if every hero only deals direct damage and self heals.
All that said, lets get on topic.
Im trying to come up with a unified stat system for an strategy and tactics maps with rpg-esque elements.
And to be honest Im at wits end on what to do.
- There needs to be a linear scaling of sort. Players get stat rewards for completing quests.
- There needs to be an ability modifier of sorts, a non linear bonus to an ability. May or may not come from items.
Currently heres the plan.
I have 3 universal stats, offense (damage, ability damage), defense (health), resource (ie.mana)
Seems good on paper but there are few major problems.
- Summons scale off what exactly?
- What do heals scale off? a cheap way is to do % health healing. However that solution falls apart in regards to allied target heals. Another way of phrasing this question is how do you build a support class with the following system?
- TLDR is that the current stat system only makes sense if every hero only deals direct damage and self heals.