- May 1, 2013
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Now that you brought this up. In FPS RPG like fallout, they does seem to have infinite amount of bullets, because the AI were designed to be stupid enough not using the resources efficiently. That being said, to preserve the challenge in a long run, they give them an infinite amount of resources that you have to deal with constant shooting from enemies. Besides you don't get access of knowing how bullets left they have, so might as well as make it infinite.
My problem with such systems if that there's inconsistency. It also limits any kind of strategy. Some guy fires 900 rounds of his SMG at you and you kill him... then go loot him... He's got 5 bullets left. What?
I think you could make for some interesting FPS encounters if some of them had "bullet depots" where they'd have to reload... or they'd have to negotiate with you if they ran out of ammo and you still had some to shoot them with. Or, they'd have to come at you with melee weapons once out of ammo... Or, maybe they just run away.
It'd be especially fun in games like Fallout where if you end the encounters quickly, you get more ammo than if you waited for them to run out naturally.
It's one of the reasons I prefer older styled RPGs with MP systems and cooldowns instead of other games where you shoot guns in an RPG world. One of these systems is just more strategic and interesting.
Now, back on the MP system with my last point. Do you get an access of knowing how much MP left from the enemies? Because some dev like to hide information away from the player. And such thing, they never know if an enemy would run out of MP and start using moves that does not require MP. And based on bgillips, I somehow see that you can make an enemy to be even more deadly after running out of MP, which it's implying that you should not sapping the MP out of a certain encounter. Do you keep the player informed about the MP left?
In my particular game, no you don't. The player can infer the knowledge on their own, however. If you use one of the two skills I've mentioned earlier, however, you can figure out remaining MP fairly easily. The description of one skill tells you the "multiplication" value. You can kind of "backwards infer" the information you're asking for. Especially if they have more MP than they have Magic Defense. Though, I do have a state that removes a percentage of MP every turn, so you can infer from that as well.
You're just not really going to easily know if they're close to running out of MP until... well... They do. But, I give enemies enough MP to do "X amount of Casts" to avoid problems. Especially since the player has no idea of knowing just how much MP each Skill an enemy has actually costs. I mean, how do you tell them that "Dragon's Breath" costs 25 MP and they can cast it 12 times in combat?
No way I know of without a "Scan" spell and players spamming that, anyway.
Typically, I think it's just easier to design MP usage of monsters to something realistic. Like, "If the battle goes on X amount of turns and the player isn't dead, combat should just get easier for them to speed things along". I mean, that doesn't stop me from designing skills where they can get MP back and keep going, sure, but I like that more for strategy. Like, hey, they hit 50% HP so they automatically use a 100% MP refill Skill in order to make the second half of the fight as rough as the first. I don't see the point of giving a monster 200 MP that they'll never use all of in a fight. I'd rather they had like 100 MP that they'll likely use all of, unless the player rofl-stomps them.
I just feel doing things that way is better game design. Especially since your players shouldn't have the same issue of "I have 200 MP I'll never really use until I'm 20+ battles into a dungeon" as monsters might.
But, that's just my opinion.