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Post by Dionon on Feb 8, 2009 14:13:16 GMT -5
Mmmmmmmmm.... Braaaaaaaiiiiiinnnssss.......
Er....
Right.... right... nothing Zombish here... go about your business....
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Post by vjcsmoke on Feb 9, 2009 11:55:56 GMT -5
1.0 Health Regen
FREE Regenerate 1 Health per 24 hours DN+2 Healing Factor. Regen 1 Health per hour DN+4 Accel Healing Factor. Regen 1 Health every other panel DN+5 Enhanced HF. Regen 1 health per panel DN+7 Instant HF. Regen ALL health per panel
Plus they also had energy regen multipliers attached to them. But we've decided to strip that for 2.0 so let's ignore that.
Now in 1.0 1 Health = 3 red units of damage. If we make this more arcadey, 1 Health = 3 HPs. So let's try a linear regeneration of HP?
FREE Regenerate 1 Health per day (3hp per day) CL +1 Regenerate X HP per hour = approx. HF CL +2 Regenerate X HP every other panel = approx. Acc HF CL +3 Regenerate X HP per panel = Enhanced HF-Nearly Instant HF
Sample Deadpool
Health 4 (12 HP) Health Regen 3 (Heals 3 HP per panel ie 1 health per panel) +3 CL per panel rate Energy Pool 4 (20/20e) Energy Regen 4 (Regens 6R per panel) 1.5x energy rate
And there you go. A very straightforward build.
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Post by Dionon on Feb 9, 2009 12:18:28 GMT -5
Ok, so let me get this straight in my mind. You want Healing Factors to break down white stones into "hp" and base healing factors on that. I like it... so for 6 stones I COULD heal 2 white per hour...
The only problem is going to come if someone wants to say buy a CL that's not a multiple of 3... Like if someone say, buys 4HP/Panel... how do you rectify this?
Solution... Health + X + Y = Healing IF Y = 1 = Hour Y = 2 = Every other Panel Y = 3 = Every Panel
This way, you can still have it be in White Stones, but you have to take your own Health into account.
Example with Deadpool
He buys 1 White per Hour... he would pay H = 4, X = 1, Y = 3 = 8 CL for Health, or 9 stones.
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Post by takewithfood on Feb 9, 2009 12:22:43 GMT -5
So, let me try to put this into words. You're suggesting that people buy a separate "health regen" stat. Your Health Regen number is the number of red stones of health that are recovered during a certain amount of time.
So, if you recover 1 red per hour, that would be:
* 1 cost level for 1 red regenerated at a time * plus 1 cost level for regenerating on an hourly basis
Is that right?
Because I can easily poke holes in that. Mostly, it makes Accelerated Healing Factor absolutely worthless.
For CL 5 (3 white) you could regenerate 3 red stones of health every other panel. But for CL 6 (4 white) you can DOUBLE that by recovering 3 red stones of health EVERY panel. Also, getting the equivalent of an Enhanced HF for 4 white is way too cheap.
I'd really like to stay away from hitpoints. I like the round-up-to-nearest-white system. It's nice and simple.
~TWF
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Post by vjcsmoke on Feb 9, 2009 12:36:19 GMT -5
Ok, so let me get this straight in my mind. You want Healing Factors to break down white stones into "hp" and base healing factors on that. I like it... so for 6 stones I COULD heal 2 white per hour... The only problem is going to come if someone wants to say buy a CL that's not a multiple of 3... Like if someone say, buys 4HP/Panel... how do you rectify this? Solution... Health + X + Y = Healing IF Y = 1 = Hour Y = 2 = Every other Panel Y = 3 = Every Panel This way, you can still have it be in White Stones, but you have to take your own Health into account. Example with Deadpool He buys 1 White per Hour... he would pay H = 4, X = 1, Y = 3 = 8 CL for Health, or 9 stones. I think that adding the character's health into the equation makes it more fair albeit more expensive. I'd have to run the numbers in a variety of scenarios and compare it to the 1.0 system to see if the costs remain relatively the same. I'll be looking at that in a bit. For CL 5 (3 white) you could regenerate 3 red stones of health every other panel. But for CL 6 (4 white) you can DOUBLE that by recovering 3 red stones of health EVERY panel. Also, getting the equivalent of an Enhanced HF for 4 white is way too cheap. The real question you need to ask is: How does the total cost of Energy Regen + Health Regen in 2.0 compare to the cost of Healing Factor in 1.0 alone. Because we are dividing them up into separate components, they may initially look cheaper. But once added up, does the overall thing cost less or more?
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Post by Dionon on Feb 9, 2009 12:38:55 GMT -5
Uh dude, I was just saying make it part of Health in general, and SCREW the seperate healing factor.
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Post by takewithfood on Feb 9, 2009 12:41:19 GMT -5
It's not as simple as adding up the new rules and seeing if they compare to the old ones because we're changing so many other variables. A lot of people are in favour of taking out the "death spiral": in other words, losing health no longer impacts your energy recovery. That seriously impacts the value of a Healing Factor.
I agree that Healing Factors shouldn't cost as much as they used to, but 4 white for Enhanced is too little IMHO. It's simply worth more than that, given what it does.
~TWF
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Post by Dionon on Feb 9, 2009 12:48:01 GMT -5
What?
Wait... I think you were talking to VJC...
But just in case... I was saying that you would buy your rate of healing with your health, and it would be the total Cost would be H+X(number of white stones)+Y(Rate at which they are reaquired), with Y=1 being +1CL, Y=2 being +2 CL and Y=3 being 3 CL, so someone with a Health of 3 who wanted to say get them all back in an hour, just in case... would have to buy their 3 health at a CL of 7... (3 for Health, 1 for Hour, 3 for White Stones of effect)
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Post by Dionon on Feb 9, 2009 12:48:35 GMT -5
Oh yeah.... Normal healing would be free, and 2x Natural would add +1 white stones...
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Post by WildKnight on Feb 9, 2009 17:40:28 GMT -5
Yep, I was right. I'm lost
I like the idea of including Healing Factor as a "built in" function of Health.
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Post by Dionon on Feb 9, 2009 17:45:44 GMT -5
Thank ya kindly =D
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Post by takewithfood on Feb 9, 2009 17:55:32 GMT -5
If we do represent Healing Factors as a +Cost Level option when buying your Durability, we're charging high health characters more than low health characters. I don't think that's really representative of what they're getting.
Can anyone explain to me why Enhanced Healing Factor would be more useful to someone with 6 white of health than to someone with 2 white of health?
~TWF
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Post by WildKnight on Feb 9, 2009 18:00:41 GMT -5
Sure, Dur 6 guy isn't going to have to choose KO instead of getting killed nearly as quickly, thus giving his healing factor time to work.
My talent for BS aside, I acquiesce your point
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Post by takewithfood on Feb 9, 2009 18:05:54 GMT -5
lol
Hence why I'm in favor of a flat modifier for everyone. It's just a matter of pricing it.
~TWF
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Post by Dionon on Feb 9, 2009 18:06:18 GMT -5
Ummm... Actually... my idea was more along the lines of vjc's....
You have 3 things to calculate when buying Health.
1. How many White Stones of Health you have 2. How often your ability to Heal tics 3. How many White Stones you heal per tic
To answer that we have
Health be factor H Ticks be Factor X and Stones be Factor Y
X is split into 3 groups.
Every Hour Every Other Panel -and- Every Panel
The first is +1 to H, the second is +2 to H, and the third is +3 to H.
Then Y comes into play. You decide how many White stones you gain back per Tic, and that's a direct additive to H.
SO!
If H = 3 (3 White Stones of Health) X = 2 (Every Other Panel) Y = 3 (3 White Stones gained back Every Other Panel)
You're Health would cost 9 stones... .BUT every other panel, you'd be fully healed....
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