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Diffstat (limited to 'other/luck.txt')
| -rw-r--r-- | other/luck.txt | 97 | 
1 files changed, 0 insertions, 97 deletions
| diff --git a/other/luck.txt b/other/luck.txt deleted file mode 100644 index 33d7fc2..0000000 --- a/other/luck.txt +++ /dev/null @@ -1,97 +0,0 @@ -Hitting your target, parrying, critical hits, double hits, and elemental status -are controlled by random chance. On the one hand, this adds depth through -management of risks and rewards, and it forces unexpected events on the players. -On the other hand, it can quickly make combats feel unfair (e.g. good tactics -failing due to bad luck) or infuriate players (e.g. missing a 95% chance shot in -XCOM). - -To mitigate the drawbacks, TO should balance the impact of luck. - -During a battle, each players has a Luck meter. Luck in between -200 and 200. It -starts at 0. - -When a player makes a roll with X% chance, the result is as follows: -Roll = rand(100); -IsSuccess = ((X + Luck) >= Roll); -if (IsSuccess) -{ -   if (X > 50) -   { -      // It was likely to succeed, pay just what you used. -      MissingPoints = max(0, (Roll - X)) -      Luck' = (Luck - MissingPoints) -   } -   else if (X =< 50) -   { -      // It was unlikely to succeed, pay a lot. -      Cost = (55 - X) // How far was it from being reasonable? -      Luck' = (Luck - Cost) -   } -} -else -{ -   // Failure due to bad roll. -   if (X >= 50) -   { -      // It was likely to succeed, you're owed a lot. -      OwedPoints = (X - 45) -      Luck' = (Luck + OwedPoints) -   } -} - -For example: - -A/ The character of a player with 15 Luck attempts a 10% chance parry: -if (Roll <= 25) -{ -   // Unlikely Success. -   Cost = (55 - 10) = 45 -   Luck' = 15 - 45 = -30 -} -else if (Roll > 25) -{ -  // Expected Failure. -} - -B/ The character of a player with 20 Luck attempts a 45% chance parry: -if (Roll <= 60) -{ -   // Unlikely Success. -   Cost = (55 - 45) = 10 -   Luck' = 20 - 10 = 10 -} -else if (Roll > 60) -{ -  // Expected Failure. -} - -D/ The character of a player with 20 Luck attempts a 55% chance parry: -if (Roll <= 70) -{ -   // Likely Success. -   UsedUpLuck = max(0, (55 - Roll)) = [0, 20] -   Luck' = 20 - UsedUpLuck = [0, 20] -} -else if (Roll > 70) -{ -  // Unlucky dice roll. -  OwedPoints = (55 - 45) = 10 -  Luck' = 20 + 10 = 30 -} - -D/ The character of a player with -35 Luck attempts a 15% chance parry: -No roll required. This fails. No luck update. - -E/ The character of a player with -35 Luck attempts a 75% chance parry: -if (Roll <= 40) -{ -   // Without the negative luck, it was likely to succeed -   // Luck clearly didn't help, so none is to be payed. -} -else if (Roll > 40) -{ -   // If not for that negative luck, you were likely to make it. -   // You're owed some luck back. -   OwedPoints = (75 - 45) = 30 -   Luck' = -35 + 30 = -5 -} | 


