Damage Influenced By Level?

General discussion about anything related to Transcendence.
george moromisato
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BTW, I should also add:

4. Aeonic has a good point that there is no way for someone to tell that a level V 20-hp armor is better than a level I 20-hp armor. [Nevermind trying to figure out whether a level IV 30-hp armor is better than a level V 20-hp armor.]

That's a separate problem that we need to rectify.
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Arisaya
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george moromisato wrote:3. Internally there is a table that specifies the default resistance for a shield (or armor) of a given level. The hpBonus attribute modifies that to increase or decrease resistance. In theory, it might be possible to allow a mod (and Adventure Extension, for example) to modify the default resistance table directly. Then we could experiment with different resistance progressions without having to change all the shields and armor.
:D Yes that would be great! ^^

Also, is the problem that the "imm/res/vul" tags are related to the set base values. So, if you had level 14 armor, you would never see "Imm to laser", despite the fact that it is! This would get rather crowded rather fast, but with aeonic's idea on acronyms, it would be very good ^^

Would it be possible to have additional user (adventure extention) defined damage types too?
And for that matter, levels? (ie, we could set the level roman numerals/numbers like this:
level1="I"
level2="II"
or if we wanted numbers...
level1="1"
or even letters!
level1="a"
etc?
and then go all the way up to however many levels we want, be it 100 or 10 [it would work nicely with even just an 8bit unsigned integer: I honestly doubt anyone would ever add more than 100 anyways])
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Betelgeuse
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personally I think items should have general descriptions and detailed descriptions. Maybe in a database form that you fill out in game. That way you can make it a goal to fill out the database (a common personal goal in many games) and have a place for as detailed of description as needed without bogging down shops and looting.

This is also needed as items get more complex through modding. A item might have data that needs to be presented to the player and there is no good way of doing that currently.
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Periculi
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hmm. and possibly allow a lot more involvement with the technology of the game. Being a sci-fi fan, I love gadgets and their details. Yup.
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Me too, I expecially like writing them. The Icarus device is one example, there's no reason why it wouldn't work except human technology can't generate that much energy, so I gave it to the Stephinians, who have praticaly limitless energy.
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Arisaya
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Yeah, detailed descriptions are a must: that way we don't have to cram all the info into the tiny space provided.
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