W
Will
Guest
In my game, combat is driven by your powerups. There are 11 that can be combined with each other, giving 55 total possible effects.
As it stands now, the effects simply stack. For example, if Powerup A gave the character x2 damage and x2 movement speed, while Powerup B gave the character x2 damage and x2 fire rate, if these were paired the character would deal x4 damage, have x2 movement speed and x2 fire rate. This system works fine tehnically, but I can't help but feel like the player can be dealing too much damage and have too many powerful effects on at once and it is ruining the challenge of the game.
I am thinking of implementing a system that would do something along the lines of Powerup A and Powerup B combined giving a final outcome of x3 damage, x1.5 movement speed and x1.5x fire rate. The character has multiple effects, but they are weaker because more are equipped.
In your opinion, which do you think is the generally better approach? I understand this might be a difficult question without knowing much about the game, I can give more details on request. If I were to implement the second system, what might be the best way to do the math? And what would be the most efficient way of finding out what pair is made currently? Right now I just have it check the powerup slots individually and multiply stats based off of those.
Thanks for your help and input in advance!
As it stands now, the effects simply stack. For example, if Powerup A gave the character x2 damage and x2 movement speed, while Powerup B gave the character x2 damage and x2 fire rate, if these were paired the character would deal x4 damage, have x2 movement speed and x2 fire rate. This system works fine tehnically, but I can't help but feel like the player can be dealing too much damage and have too many powerful effects on at once and it is ruining the challenge of the game.
I am thinking of implementing a system that would do something along the lines of Powerup A and Powerup B combined giving a final outcome of x3 damage, x1.5 movement speed and x1.5x fire rate. The character has multiple effects, but they are weaker because more are equipped.
In your opinion, which do you think is the generally better approach? I understand this might be a difficult question without knowing much about the game, I can give more details on request. If I were to implement the second system, what might be the best way to do the math? And what would be the most efficient way of finding out what pair is made currently? Right now I just have it check the powerup slots individually and multiply stats based off of those.
Thanks for your help and input in advance!