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Hello gentle people of the interwebs I am doing some database work restructuring the way skills & parameters behave in my project, & decided to pick your respective brains on your respective preferences as developers & players.
Specifically, the consumption of TP & MP when it comes to the use of skills/spells, & whether you prefer said consumptions to be fixed or fluctuating.
By fixed I mean the standard issue "Fireball Level 1" cost 5 MP for all characters at all times, "Fireball Level 2" cost 15 MP for all characters at all times, etcetera. While by fluctuating I mean the cost of a skill/spell to be situationally determinative.
As an example, with my own project all weapon skills even basic attacks generate fatigue (consume TP points), however, the number of TP points they consume is entirely dependent upon what armor the individual character is wearing & what weapons they are using.
So my Rogue type who is using a pair of daggers & wearing leather armor consumes considerably less TP when they use a weapon skill, than my Warrior type kitted out in full plate & swinging a warhammer the size of small child. & their consumption rates are further effected by passive perks unlocked based on skill usage; i.e. his Level 20 self master of "hammertime" turns an ork skull into the shape of a soup bowl, with less TP consumption than his Level 1 "What's a warhammer?" self does.
Similar properties at work with spells, different armors have different MDF, with armors having higher MDF increasing MP consumption rate. As well as weapons with higher MAT, raising consumption rates as well. With additional passive perks altering power & consumption rates of MP.
The end result being, my Warrior type can throw a fireball for cheap, but it mostly just annoys things that are bigger than him. While my Mage type pays out more MP to throw the same fireball, for the trade off of "Hey look I can see my house through that giant's rib cage" payout. Think fuel consumption of a yugo versus a ferrari.
Personally I think the later is the more logically consistent, so I implemented it into my project. However, some people might not like the idea of the resource cost of skills/spells fluctuating, & may very much prefer a "fireball level 1" to always be 5 MP regardless of who casts it.
So I am curious to hear, your own whys & wherefores. Which do you prefer when you play? Which do you prefer when you program?
Specifically, the consumption of TP & MP when it comes to the use of skills/spells, & whether you prefer said consumptions to be fixed or fluctuating.
By fixed I mean the standard issue "Fireball Level 1" cost 5 MP for all characters at all times, "Fireball Level 2" cost 15 MP for all characters at all times, etcetera. While by fluctuating I mean the cost of a skill/spell to be situationally determinative.
As an example, with my own project all weapon skills even basic attacks generate fatigue (consume TP points), however, the number of TP points they consume is entirely dependent upon what armor the individual character is wearing & what weapons they are using.
So my Rogue type who is using a pair of daggers & wearing leather armor consumes considerably less TP when they use a weapon skill, than my Warrior type kitted out in full plate & swinging a warhammer the size of small child. & their consumption rates are further effected by passive perks unlocked based on skill usage; i.e. his Level 20 self master of "hammertime" turns an ork skull into the shape of a soup bowl, with less TP consumption than his Level 1 "What's a warhammer?" self does.
Similar properties at work with spells, different armors have different MDF, with armors having higher MDF increasing MP consumption rate. As well as weapons with higher MAT, raising consumption rates as well. With additional passive perks altering power & consumption rates of MP.
The end result being, my Warrior type can throw a fireball for cheap, but it mostly just annoys things that are bigger than him. While my Mage type pays out more MP to throw the same fireball, for the trade off of "Hey look I can see my house through that giant's rib cage" payout. Think fuel consumption of a yugo versus a ferrari.
Personally I think the later is the more logically consistent, so I implemented it into my project. However, some people might not like the idea of the resource cost of skills/spells fluctuating, & may very much prefer a "fireball level 1" to always be 5 MP regardless of who casts it.
So I am curious to hear, your own whys & wherefores. Which do you prefer when you play? Which do you prefer when you program?

