Talk:Thoughts on Combat Models

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Revision as of 13:45, 4 August 2008 by Soyweiser (talk | contribs)
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All these possibilities look very nice, but what are the differences? We need to have some more in depth study what the different variants do, and what the consequences of each choice are. For example:

Enemy.HP -= min(Player.ATK - Enemy.DEF, 0);

this variant makes your enemy always immune to attack if your def > atk.

I think that ideally you would like to have systems that have bell curves of damage and chances to hit. But these subjects are not even considered here. Currently the page is just a list of different systems that you can use without any consideration why or how. Any ideas what more could be included here? --Soyweiser 15:45, 4 August 2008 (CEST)