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A Valley Without Wind 1 & 2 / Re: Penalty for death? Nah. Extra-curricular reward for staying alive!
« on: May 25, 2012, 03:20:32 PM »
How about an 'inspiration' system. Basically the character gets 'inspired' from overcoming challenges in the game with which he gains deeper understanding of the world.
- Each action of significance has a chance of producing an inspiration. "You are inspired by recent events and gain a deeper understanding of the world."
- Completing missions and killing overlords will have a large chance of an inspiration. Killing common enemies could give a small chance.
- Inspirations act as small permanent bonus to all your stats. Health, attack, etc.
- The bonus is 0% at 0 inspiration and asymptotically approaches 10% as inspiration goes to infinity. So you multiply all affected stats by (1.1 - 1/(10+I)), where I is accumulated inspiration points. This means inspiration isn't capped, but its effect is.
- Not deterministic like XP system. Sometimes you'll get two inspirations in a row, and at other times you'll go for a while without getting one at all.
- The 10% limit means the character won't be crippled upon death, yet it's significant enough to be felt when lost on death. It's not significant enough to make a player compelled to grind it.
- Could have a 'high score' for your characters with highest inspiration. Similar to my character graveyard suggestion.
- In essence the longer you play your character the stronger he gets, but with diminishing returns. Rewarded for staying alive.
- Each action of significance has a chance of producing an inspiration. "You are inspired by recent events and gain a deeper understanding of the world."
- Completing missions and killing overlords will have a large chance of an inspiration. Killing common enemies could give a small chance.
- Inspirations act as small permanent bonus to all your stats. Health, attack, etc.
- The bonus is 0% at 0 inspiration and asymptotically approaches 10% as inspiration goes to infinity. So you multiply all affected stats by (1.1 - 1/(10+I)), where I is accumulated inspiration points. This means inspiration isn't capped, but its effect is.
- Not deterministic like XP system. Sometimes you'll get two inspirations in a row, and at other times you'll go for a while without getting one at all.
- The 10% limit means the character won't be crippled upon death, yet it's significant enough to be felt when lost on death. It's not significant enough to make a player compelled to grind it.
- Could have a 'high score' for your characters with highest inspiration. Similar to my character graveyard suggestion.
- In essence the longer you play your character the stronger he gets, but with diminishing returns. Rewarded for staying alive.
