Difference between revisions of "Powerup Crafting (Game Mechanics)"
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Each powerup has a listing of attributes available to be placed into the item based on which category the attributes are picked from. There are two categories of attributes for these items with these being a Primary category and a Secondary category both with distinct effects. Items can have one primary attribute only and up to 4 secondary attributes. When Assembling a powerup item, a roll is made to choose between one of several attributes from the Primary category for the particular powerup. Once a primary stat is chosen, then player can then begin experimentation on the item. As the player experiments there are a series of rolls that occur on each experimentation attempt that will determine if there will be any secondary attributes added to the item. One attribute is added per successfull roll, so for example in order to get an item with 5 attributes (1 primary and 4 secondaries) 4 distinct and successful rolls must be made to spawn the attributes onto the item. | Each powerup has a listing of attributes available to be placed into the item based on which category the attributes are picked from. There are two categories of attributes for these items with these being a Primary category and a Secondary category both with distinct effects. Items can have one primary attribute only and up to 4 secondary attributes. When Assembling a powerup item, a roll is made to choose between one of several attributes from the Primary category for the particular powerup. Once a primary stat is chosen, then player can then begin experimentation on the item. As the player experiments there are a series of rolls that occur on each experimentation attempt that will determine if there will be any secondary attributes added to the item. One attribute is added per successfull roll, so for example in order to get an item with 5 attributes (1 primary and 4 secondaries) 4 distinct and successful rolls must be made to spawn the attributes onto the item. | ||
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+ | One idea on how the stat roll determination can be made is as follows: | ||
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+ | Have the experimentation scale be sectioned off into a series of cutoff points to which to player must allocate sufficienct experimentation to reach these cutoff points. Each cutoff point will represent the opportunity for a player to have access to an additional stat modifier on the item. The cutoff points will have a roll chance modifier added to each subsequent experimentation attempt until the player obtains that stat. For example, if the experimentation cutoff point for obtaining the first secondary stat is at 25% experimentation, then the player has to achieve an experimented value on the item of at least 25%. If the player achieves this value then they will qualify to have a secondary stat added to the item. The secondary stat in this item will have a roll chance of 1:2 meaning a 50% chance of spawning a secondary mod when the player performs their next experimentation. | ||
== Item Attributes == | == Item Attributes == |
Revision as of 22:38, 23 April 2008
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Game Mechanics - Mechanics Category
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Powerup Experimentation MechanicsThese items come as single use. Powerups have an unusually complex and engaging experimentation system. Items Affected1. Barrel Experimentation LinesThese items have 1 experimentation line available.
1. Experimental Effectiveness
The Experimental Effectiveness line depends on 100% OQ. Experimentation on this line increases the Action Cost, Health Cost, Mind Cost,Attack Speed,Max Damage,Min Damage,Damage Radius,Max Range Attack Mod,Ideal Range Attack Mod,Point Blank Attack Mod,Ideal Range, Wound Chance attributes on these items.
Notes In regard to observable documentation regarding Powerup Experimentation: Behavior for powerup experimentation seems to be known up to the point of adding tertiary stats to an item. The following will be a description of the general behavior and then an addendum including speculative information on how the process could work to handle tertiary and subsequent stats on these items.
Each powerup has a listing of attributes available to be placed into the item based on which category the attributes are picked from. There are two categories of attributes for these items with these being a Primary category and a Secondary category both with distinct effects. Items can have one primary attribute only and up to 4 secondary attributes. When Assembling a powerup item, a roll is made to choose between one of several attributes from the Primary category for the particular powerup. Once a primary stat is chosen, then player can then begin experimentation on the item. As the player experiments there are a series of rolls that occur on each experimentation attempt that will determine if there will be any secondary attributes added to the item. One attribute is added per successfull roll, so for example in order to get an item with 5 attributes (1 primary and 4 secondaries) 4 distinct and successful rolls must be made to spawn the attributes onto the item.
Have the experimentation scale be sectioned off into a series of cutoff points to which to player must allocate sufficienct experimentation to reach these cutoff points. Each cutoff point will represent the opportunity for a player to have access to an additional stat modifier on the item. The cutoff points will have a roll chance modifier added to each subsequent experimentation attempt until the player obtains that stat. For example, if the experimentation cutoff point for obtaining the first secondary stat is at 25% experimentation, then the player has to achieve an experimented value on the item of at least 25%. If the player achieves this value then they will qualify to have a secondary stat added to the item. The secondary stat in this item will have a roll chance of 1:2 meaning a 50% chance of spawning a secondary mod when the player performs their next experimentation. Item AttributesVariation Of:
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
This attribute appears only on crafted items or looted components. The crafter's name is listed here. General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers
Serial Number: This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
Action Cost: This attribute lists the amount of action, as a percentage, that the weapon's action cost attribute will be reduced by. Health Cost:
This attribute lists the amount of attack speed, as a percentage, that the weapons Attack Speed attribute will be reduced by.
This attribute lists the amount of maximum damage, as a percentage, that the weapon's max damage attribute will be increased by.
This attribute lists the amount of minimum damage, as a percentage, that the weapon's min damage attribute will be increased by. Damage Radius:
Ideal Range Attack Mod: This attribute lists the amount of accuracy modifier, as a percentage, that the weapon's ideal attribute for range accuracy will be increased by. Point Blank Attack Mod:
Ideal Range: This attribute lists the amount as a percentage, that the weapon's ideal range (attack distance) will be increased by.
Wound Chance: This attribute lists the amount, as a percentage, that the weapon's Wound attribute will be increased by. Source References
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