A Little Suggestion on Casualty/Wound Mechanism

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Fahai Nolove

Recruit
The current system determining the death or wounded is loved-or-hated by different people, so I wonder why we can't make some sliders to give players the right to adjust the casualty rate to the level they prefer?

For example, all units - including enemy troopers, NPC lords, companions, and even the player - shares the same decision formula:​
Death Probability = (overflowed damage) / (Base HP * weighted Medicine Skill) * 1.5 * (Lord Discount Ratio or Companion Discount Ratio or Player Discount Ratio).​
The Lord/Companion/Player discount ratios can be adjusted according to the player's preference.​
In this way, death probability is proportional to​
  1. overflowed damage - the more severe the wound is, the more likely that unit will die (it would not be making sense if I induced 800 dmg by driving my lance into a lord's head and this guy still recovered after a few days); and this can be reduced by providing better armor for the units we would like to protect.
  2. Discount Ratios [0, 1] - the players can adjust the ratio of death to a certain group as they wish (for me, I would definitely set them to 1 so that everyone on the battleground is equal)
  3. Systemetic Threshold [1, infinite] - the 1.5. more death will be caused by lower this ratio, and less by increasing it.
And, the probability is inverse proportional to​
  1. Base HP - if a unit is intrinsically more durable than others, it should be harder to kill
  2. weighted medicine skill - obviously, the medicine skill should prevent units from KIA.
By implementing this function
  • The player can adjust the casualty rate to customize their own game experience
  • everyone on the battlegrounds can be equal (when set all discount ratios to 1)
  • the player can actually somehow control the chance of NPC casualty (by providing better armor), which is more immersive.
I wonder if this feature or some identical functions can be installed to the futural metas~
 
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