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So I'm sure most of yall have "elements" in your games. It can be traditional fantasy RPG elements like Fire, Frost, Shock, etc...or perhaps it's a sci-fi game with elements like Acid, Plasma, Kinetic, etc... In any case, I was wondering how much emphasis these elemental modifiers should have.
Let's take Pokemon for instance...they use a simple system where attacks against a "type" (aka "It's super effective!") weakness deal double damage. Likewise, attacks against a resistant type (aka "It's not very effective...") deal only half damage. Thus, they use a simple 2x or 0.5x for most of their elemental rates. That makes sense since their element system is a huge focus in Pokemon.
Now, I recently added an extra layer of complexity to the weapons in my project. All weapons now deal a combination of Blunt, Slash, & Pierce damage, in varying proportions. However, in order for the player to fully take advantage of such a system, the enemies need to be varied in their resistances & weaknesses. But how varied and to what degree?
I kinda feel like a large modifier, such as in Pokemon, is too extreme in most cases. How much emphasis do you guys place on your element rates? For example, maybe 1.3x instead of 2x? Or perhaps you use a wide range, giving each enemy something different instead of a fixed multiplier for "super effective" & "not very effective" attacks.
Let's take Pokemon for instance...they use a simple system where attacks against a "type" (aka "It's super effective!") weakness deal double damage. Likewise, attacks against a resistant type (aka "It's not very effective...") deal only half damage. Thus, they use a simple 2x or 0.5x for most of their elemental rates. That makes sense since their element system is a huge focus in Pokemon.
Now, I recently added an extra layer of complexity to the weapons in my project. All weapons now deal a combination of Blunt, Slash, & Pierce damage, in varying proportions. However, in order for the player to fully take advantage of such a system, the enemies need to be varied in their resistances & weaknesses. But how varied and to what degree?
I kinda feel like a large modifier, such as in Pokemon, is too extreme in most cases. How much emphasis do you guys place on your element rates? For example, maybe 1.3x instead of 2x? Or perhaps you use a wide range, giving each enemy something different instead of a fixed multiplier for "super effective" & "not very effective" attacks.