Game design

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This an open forum to discuss game design. These are neither Bugs nor Suggestions (though they may lead to bug reports and game proposals), but points to consider for maintaining balance and consistency.

Mechanics

  • Base accuracy for a weapon is higher than a fist, which is arguably unrealistic. One assumes that you would be less skilled with a weapon than your own hand. (I recall reading a similar comment to this, but I can't find it at the moment.) --Lint 22:52, 2 March 2006 (GMT)
    • All characters appear to have a 10% chance to deal 1 damage with punching.
    • Knives and Daggers appear to have a 20% chance to deal 1 damage.
  • It is likely to be more efficient to die than to search for items and heal yourself. (Based on an observation was made by Leaf on the Suggestions page.) --Lint 22:52, 2 March 2006 (GMT)
I think this observation is based on the false perception that one needs to be fully healed at all times. There is no fundamental difference in performance when at less than ideal health. Remember, this game is set on an unexplored, remote island, not a heavily populated British suburb *coughUrbanDeadcough* its arguably more realistic to not be at peak health all the time, and for healing items to be somewhat scarce. --Jackel 00:12, 3 March 2006 (GMT)

Outsider/Native Balance

Axiom: Outsiders and Natives should have access to the same items and skills. Or at least something equivalent.

I think this is a flawed axiom. Who says the two groups have the same skills, or access to the same equipment?! As long as there is balance (and the active player stats are very close) its probably better that each group gets a different game experience. --Jackel 00:16, 3 March 2006 (GMT)
Which is why I have stated that there should be an "equivalent" available. If the game is sided to suit one type over the other, is there a game? --Lint 00:23, 3 March 2006 (GMT)
  • Natives by default can determine the difference between "Tasty" and "Poisonous" berries. Outsiders cannot. --Lint 22:52, 2 March 2006 (GMT)
They can if they have the "native knowledge" skill. --Jackel 00:16, 3 March 2006 (GMT)
I am aware of the effects of that skill. I am just providing what default advantages a Native has over an Outsider. --Lint 00:23, 3 March 2006 (GMT)
  • Outsiders by default can use a GPS unit. Natives presumably cannot. --Lint 22:52, 2 March 2006 (GMT)
The presumably can if they have "outsider knowledge" (unconfirmed, but logical)--Jackel 00:16, 3 March 2006 (GMT)
I am aware of the effects of that skill. I am just providing what default advantages an Outsider has over a Native. --Lint 00:23, 3 March 2006 (GMT)

Class Balance

Axiom: No class should have a complete advantage over the other.

  • According to the chart, Soldiers have a slight advantage over other classes in regards to skills. Add to that their high HP, gives them even more of an edge. The only disadvantage they face is the process of searching and reloading ammunition. --Lint 22:52, 2 March 2006 (GMT)
Assuming that chart is accurate, the soldier isn't even the most advantageous class among his own group! The scientist has more total skills available then a soldier, and if you give more preference to being able to shoot a gun, then it is important to note how low search rates are, and that ammunition is even more rare. --Jackel 00:27, 3 March 2006 (GMT)
  • Shamans supposedly don't start with any items and have the lowest HP.
    • Counterpoint: Shamans and their outsider counterpart, Scientists, are among some of the highest ranking characters at the moment. Something is obviously working. --Lint 22:52, 2 March 2006 (GMT)
What shamen lack in starting inventory they more than make up for in overall skill potential (the most of any class. What good is a banana or a few extra bullets by comparison? --Jackel 00:27, 3 March 2006 (GMT)
  • According to the statistics, there is a lack of interest in Villagers and Settlers. --Lint 22:52, 2 March 2006 (GMT)
I agree, at this point there doesn't seem to be any overiding appeal for these classes, which logically should be the most abundant, at least with regards to villagers. --Jackel 00:27, 3 March 2006 (GMT)
  • Are there any game mechanics (besides HP, starting inventory, and available skills) that are influenced by your character class? Should there be? --Lint 22:52, 2 March 2006 (GMT)
    • Inventory size
    • Base accuracy
    • Base damage
    • Search odds
    • AP limit