[ian-reeds-games] Re: Some thoughts on randomized numbers

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 11 Jan 2013 23:40:35 -0700

Thanks Zac,

I knew there had to be some obvious punctuation I was forgetting. Thanks for that. I've started to like the R now though so I may just stick with it.

You said: lets say the unit deals 2 physical damage and 2 magic damage and you
specify health_protect=1|all, would it protect against 1 of each
damage type or 1 over all, in other words would the unit lose 3 health
or 2 because it removes 1 physical damage but also 1 magic damage?

I say: I was thinking that the all would just be a shorthand for specifying that number on each damage type.
So the unit would only lose 2 health.
But your question is a great one.
What if we also added a keyword called "any" that was applied after all damage was calculated.
I think this would only make sense in the protect and protect_mod scenarios.

so health_protect=1|all protects from 1 magic damage and 1 physical damage.
Whereas health_protect=1|any protects from 1 point of damage total, but does not care which damage type the inflicter was.

So if the numbers were 5% instead of a solid 1 then it would not matter which one you used I think. But if you used a range or dice you would get different results just as with the solid number.

The all keyword is just a shorthand for doing something already supported, but the any keyword supports something new.

I appreciate the brainstorming. It's much better to get this correct in the design than for me to have to fix it later and break things for people.

Ian Reed


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