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03/16/11(Wed)23:55 No.14270324 File1300334107.jpg-(64 KB, 444x589, 1273511127056.jpg)
>>14270162
Yeah, that's sort of what I was aiming for, combat being a two-way street. You can dish it out, but in kind have to keep a look out for your own damage.
I think to have the AP loss, it could be done in two ways, either;
- Have damage at certain points affect AP gain, so at full health is full AP gain, half health is 3/4 AP gain, a fourth of health is half AP gain. - Have AP gain directly tied to health, so like at full health you gain the full amount, and it goes down each point of damage you take, rather than damage milestones.
The only problem I would see with having AP tied directly to health like in the second option, is that I figured AP would be based on the characters speed. After all, higher speed means more action in rounds or something like that. But the more I think of it, it's probably better that AP is somehow or directly tied to Health, so that you don't get characters regardless of build trying to buff speed for more AP even if it doesn't suit them. That shouldn't have to be, so having AP tied to health, even though realistically doesn't make as much sense, would work better and balance things for all players.
Maybe tie AP to their primary stat (power, speed, looks)? I think that's the way you'd do it if you went with the first method of AP loss (given that a character's stats won't decrease in a fight, just their health). |