Difference between revisions of "DNA Sampling Events (Game Mechanics)"
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My proposal would be that we should have the chance of dieing to be a dice roll based system where the odds of causing a death to be decreased as the player advances in skill. As an example of the proposed system: | My proposal would be that we should have the chance of dieing to be a dice roll based system where the odds of causing a death to be decreased as the player advances in skill. As an example of the proposed system: | ||
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Revision as of 01:21, 31 August 2009
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Game Mechanics - Mechanics Category
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Game MechanicsSeveral events can occuring during a dna sampling attempt:
Note: Once an animal aggroes from dna sample the chance of it aggroing again is increased. Note: If a creature dies while sampling, players CANNOT extract resources from it. The radial option is removed from slain sampled creatures. Note: If a player's inventory is full when attempting to sample, the sample event will always fail.
DNA Sampling Success RateThe events encountered while sampling work in some cases, in proportion to the player's DNA Sampling skill modifier value. The exact formula and mechanics for this are unknown but I will try to offer some input on what is known and then make proposals for the elements that have no supporting data.
The first check made is whether or not the sample attempt was a failure. This directly compares the target's Challenge level versus the player's dna sampling skill modifier. If the player passes this check and successfully samples, The next step is to check whether or not a successful sampling attempt results in the creature's death. The final step is determining whether or not the act of sampling itself (regardless of whether or not the player succeeds or fails) triggers an aggressive response by the creature being sampled. Each of these steps presumably has its own formula for calculating the result.
Formula: Failure to Obtain SampleThis formula checks the chance for the player to fail a sampling attempt: Chance of Failure = (Creature Level / DNA Harvesting Mod) x 100
Note: Chance of failure and success is always 10% no matter what level the creature is. There is also presumably, a hard level cap placed on dna sampling to which the player may not successfully sample creatures beyond. The cap is believe to be at level 75. Formula: Chance of Mob DeathNo known formula exists for this. This chance is presumably linked to player skill mod level. The limited data supports a roughly 10% chance of the creature dieing during sampling at master bio engineer. My proposal would be that we should have the chance of dieing to be a dice roll based system where the odds of causing a death to be decreased as the player advances in skill. As an example of the proposed system:
Formula: Chance of Mob AggroNo known formula exists for this but i suggest making this a dice roll within the range of D6 to represent a 1 in 6 chance of the mob becoming aggressive on the player if they fail or succeed at a sampling attempt and where the creature is still alive. The limited data supports an aggression chance of around 16-17%. Source References
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