Difference between revisions of "Combat Difficulty Rating (Game Mechanics)"

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= Game Mechanics =
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== Consider ==
  
  
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When you have a creature targeted, you will see a small icon over its head next to its HAM bar. The color of this icon represents its relative difficulty compared to the experience you have with the weapon you currently have equipped (or with unarmed combat, if you do not have a weapon equipped).
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A green icon indicates that the creature should be fairly easy to defeat; blue indicates that you will probably kill the creature, but it will prove somewhat difficult; white indicates that the creature's abilities are on par with your own, it should be an even match; yellow indicates that the creature is slightly stronger than you, and will be very difficulty to kill; red indicates that the creature is much more skilled than you, and will most likely defeat you easily.
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In addition to the visual indicator mentioned above, you can also target a creature and use the /consider command. This will send you a message in your chat window telling you how difficult it should be to defeat.
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Player CL are figured very differently. This CL is very important, however, as it is used as the basis for calculating relative power between two opponents, and thus the 'consider' level. The factors involved are: the 'base value' of the skill, and the number of skill boxes supporting that skill. A player without any skill with the currently equipped weapon will have a base skill of 5. Each box in the marksman tree gives one additional CL. A master marksman will have a CL of 11 with any of the blaster types.
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I've had a bit of trouble tracking down the exact formula for consider levels. This is made a bit more difficult because of the limited number of data points I personally have available (namely, the number of CL's I am able to assume with various weapon combinations), but it appears to be a percentage system:
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0-30%: green con
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31-50%: light blue con
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51-80%: dark blue con
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81%-120%: white con
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121-150%: yellow con
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151%+: red con
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Group cons take into account the makeup of the group. This is even harder to figure out, but it appears take into account the average level of the group as well as the number of members of the group.
  
  

Revision as of 04:52, 26 February 2009




Game Mechanics - Mechanics Category

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Consider

When you have a creature targeted, you will see a small icon over its head next to its HAM bar. The color of this icon represents its relative difficulty compared to the experience you have with the weapon you currently have equipped (or with unarmed combat, if you do not have a weapon equipped).

A green icon indicates that the creature should be fairly easy to defeat; blue indicates that you will probably kill the creature, but it will prove somewhat difficult; white indicates that the creature's abilities are on par with your own, it should be an even match; yellow indicates that the creature is slightly stronger than you, and will be very difficulty to kill; red indicates that the creature is much more skilled than you, and will most likely defeat you easily.

In addition to the visual indicator mentioned above, you can also target a creature and use the /consider command. This will send you a message in your chat window telling you how difficult it should be to defeat.


Player CL are figured very differently. This CL is very important, however, as it is used as the basis for calculating relative power between two opponents, and thus the 'consider' level. The factors involved are: the 'base value' of the skill, and the number of skill boxes supporting that skill. A player without any skill with the currently equipped weapon will have a base skill of 5. Each box in the marksman tree gives one additional CL. A master marksman will have a CL of 11 with any of the blaster types.

I've had a bit of trouble tracking down the exact formula for consider levels. This is made a bit more difficult because of the limited number of data points I personally have available (namely, the number of CL's I am able to assume with various weapon combinations), but it appears to be a percentage system:

0-30%: green con 31-50%: light blue con 51-80%: dark blue con 81%-120%: white con 121-150%: yellow con 151%+: red con

Group cons take into account the makeup of the group. This is even harder to figure out, but it appears take into account the average level of the group as well as the number of members of the group.


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