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43

I think there are three aspects of this: Meaningful decisions. Balance. Mechanic complexity. On the meaningful decisions aspect... well, if the answer to armor is more damage, then that is not a decision. It is good for there to exist multiple ways to deal with a situation. I mean, multiple different in kind (not just in raw numbers) ways. Not simply ...


19

For fun. Let's consider the most simple mechanic available: a character has N points of Health, and always does 1 point of Damage per Second. When two characters fight, the one with the most points of Health at the start of the fight wins. Done. Would this be fun? I, personally, would not find it very fun. In RPG/FPS games where these mechanics come into ...


9

Games often benefit from having soft counters in them. You might have a situation where you want some people to have good DPS against armored targets, while other people have good DPS against healthy targets, but let people increase their damage or armor penetration in response to whether they feel they need to do better against armored targets or against ...


5

It seems like you initially had the veto work all the time, but then figured out that this makes the president too powerful, as she can always override the senate. You tried to nerf it to once per game, but as you found out, that's too much of a nerf, because the other players can compel the President to waste it. You might have to do another redesign of ...


3

[For this post, whenever the mechanical implementation of attacks is relevant, they are assumed to have a fixed damage component, a random damage component, one or more stat-based components (either multipliers and/or bonuses), and a penetration component (either flat value or percentage). Armour's lower bound is clamped at 0; even with penetration, it can ...


3

There are many possible ways to make burst and dps characters both have useful roles at all stages of a match if that's what you want to do. Scaling the various statistics of characters with items and level ups can be complicated, but it is also very versatile. You can have an Agility stat that boosts attack speed for DPS characters but multiplies damage for ...


2

My current project emphasizes a high skill ceiling and tactical complexity. It contains some FPS elements that are (intentionally) difficult to master, and while I consider myself a decent FPS player, some high level strategies are beyond my ability to execute reliably. We've found a few ways to test competitive gameplay anyway: AI can make a good practice ...


1

I would first model this by creating a table which includes the taste components (and perhaps far more data) of each ingredient per unit. This table could look something like this: Ingredient | Salt | Fat | Acid | Crunch | Umami | -------------------------------------------------------- Bacon | 5 | 6 | 3 | 7 | 8 | Lettuce ...


1

The easiest example to illustrate that the choice between AP and raw damage is a situation in which there is more than one opponent and the player cannot change the gear option between fighting multiple opponents. Now the player has a choice. Specialize in defeating the armored opponent, and do less effective damage per attack to the unarmored ones, or ...


1

Apart from other reasons it might be dependant on whether the game wishes to simulate a certain (very limited usually) amount of realism. For example, a game I played quite some time ago, (a MUD in fantasy setting), had the armour and melee weapons available to players, which all had base stats and modifiers for different standard damage types: slash/impale/...


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