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More organic enemy/playercount scaling

3 Réponses [Dernière contribution]
dim, 04/10/2011 - 00:37
tiwddles
Legacy Username

Currently, enemy health and damage is multiplied linearly by player count.

This is wrong for many reasons.

First off, in events where enemy count is multiplied by player count, such as phantoms, this serves to make those encounters exponentially harder.

1 player: 1 x1 health/damage phantom
2 player: 2 x2 health/damage phantoms
3 player: 3 x3 health/damage phantoms
4 player: 4 x4 health/damage phantoms

Anyone who can do simple math can imagine that four phantoms is harder to deal with by 4 players than a single phantom to a single player.

The scales, with events such as the aforementioned into consideration, would ideally be:

1 player: 1.0x spawnrate (no 2nd phantom)/1.00x health/1.0x damage
2 player: 1.2x spawnrate (20% chance of 2nd phantom)/1.20x health/1.5x damage
3 player: 1.5x spawnrate (50% chance of 2nd phantom)/1.50x health/2.0x damage
4 player: 2.0x spawnrate (guaranteed 2nd phantom)/2.0x health/2.5x damage

dim, 04/10/2011 - 06:16
#1
SirNiko
Legacy Username
Do we know for certain that

Do we know for certain that enemy health scales linearly with player count? I'd be reassured if you can vouch for personally testing this.

dim, 04/10/2011 - 10:36
#2
tiwddles
Legacy Username
Yes, it does. I have other

Yes, it does. I have other autistics ready on the line to measure it.

dim, 04/10/2011 - 12:20
#3
Portrait de Negimasonic
Negimasonic
Hmm this is interesting...but

Hmm this is interesting...but why increasing the damage as well? That'd kind of make me want to just stay on single player so I can avoid extra phantoms and higher damage.

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