The thought process:
Defense needs to scale well with Offense so that damage
remains consistent if Health remains consistent. In this way characters can
grow and specialize without terribly imbalancing things.
Older players cannot outgrow newer players by too large of a
margin. Growth needs to be slow. Square root function. Slows growth. sqrt
Too slow. Slow as molasses. Too many dead levels.
Multiply the base and run it through a square root function.
sqrt(base*2)
Faster, fewer dead levels, numbers stay reasonable as
players get stronger.
Switch the square root function to defense. Increase the multiplier.
Defense is slow but not too slow. sqrt(defense*4)
Offense is linear. Offense will always outpace defense. (offense)
Defense subtracts Offense before they are put into a
multiplier. [(offense) – sqrt(defense*4)] * (Multiplier)
Maybe division would work better? Linear Offense divided by
square root of defense.
Minimizes damage without negating it. Slow but not too slow.
Too slow?
Divide variable multiplier instead. Makes numbers look
bigger. Reduces outcome. [(offense/2) – sqrt(defense*4)] * (Multiplier/10)
Players feel strong, realize strength. Players see fast defense
growth that tapers off.
Even as monoliths they aren’t overpowering.
Everyone is happy.
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