diff --git a/doc/GAME_BALANCE.md b/doc/GAME_BALANCE.md index 26b846e068bc0..5ffc54a77caa9 100644 --- a/doc/GAME_BALANCE.md +++ b/doc/GAME_BALANCE.md @@ -44,6 +44,7 @@ Very high skill: 8 (dangerous opponent; dark wyrm, vinebeast) Maximal skill: 10 (highest for balance purposes; jabberwock, shoggoth, gracken) + # Monster dodge skill scaling: Minimum skill: 0 (no dodge potential; zombie, turret, fungaloid, fused dragonfly) @@ -53,12 +54,58 @@ Notable skill: 4 (natural dodging ability; wolf, feral soldier; mi-go, vinebeast Maximal skill: 8 (highest for balance purposes; giant jumping spider, dermatik, liquid cat, atlantic salmon) + +# Monster armor scaling: + +Minimum armor: 0 (no armor at all; zombie, feral, blank body, bulldog) + +Civilian grade: 6 (some armor; zombie cop, firefighter zombie, alpha bee, dark wyrm, zombie brute) + +Military grade: 20 (specialized for modern war; zombie soldier, super soldier ant, SWAT zombie's ballistic armor) + +Supernatural: 40 (late game threat; skeletal juggernaut, hound of Tindalos ) + +Maximum armor: 80 (highest for balance purposes; melded task force's fire armor ) + + +# Monster melee dice size scaling: +Minimum damage: 1 (lowest damage; brown chick ) + +Weak damage: 2 (low damage; black cat, decayed zombie ) + +Standard damage: 3 (standard day one threat; zombie, giant fly, wolf, Atlantic cod ) + +Higher damage: 4 (higher day one threat; blank body, zombie predator ) + +High damage: 6 (highest day one threat; feral human, mi-go ) + +Superhuman damage: 8 (deadly endgame threat; hulk, wild boar, Exodii quadruped ) + +Maximum dice size for balance purposes: 12 (hardest possible hitter; dire wolf ) + +This is how hard the monster hits. + + +# Monster melee dice number scaling: +Minimum dice: 1 (predictable damage; black cat, Atlantic cod, blank body, feral human) + +Standard dice: 2 (minimal variation; zombie, giant wasp, wolf) + +Higher risk: 3 (higher day one threat; dissoluted devourer, tough zombie ) + +High risk: 4 (dangerous threat; hulk, zombie predator, mi-go) + +Maximum dice for balance purposes: 9 (highest for balance purposes; melded task force) + +Essentially this is how explosive the damage can be, with high numbers of dice allowing dangerous peaks. + + # Monster maximum damage scaling: Minimum damage: 0 (no damage potential; spore cloud, hallucination) Nominal damage: 4 (minimal threat; decayed zombie, blank body, cat) -Average damage: 6 (normal day one threat; zombie, wasp) +Average damage: 6 (normal day one threat; zombie, giant wasp) High damage: 10 (dangerous day one threat; tough zombie, wolf, zombie scientist) @@ -81,6 +128,22 @@ Maximal HP: 800 (highest for balance purposes; wraith) In general larger creatures should have higher HP as should more evolved blob creatures and alien and nether creatures. +# Monster aggression scaling: +Minimum aggression: -99 (never attack; chicken, giant aphid ) + +Low aggression: -50 (slow to anger; fungaloid, American eel ) + +Average aggression: -10 (average critter; cow, beagle, Exodii quadruped ) + +Borderline aggression: 0 (the slightest thing will mean bloodshed; giant ant, tiger ) + +Notable aggression: 20-30 (usually attacks; oversized soldier ant, triffid, mi-go, giant web spider, feral human ) + +Maximum aggression: 100 (kill everything on sight; all zombies, slime, shoggoth, kreck ) + +The most important difference is between 10 and 9, which is the difference between a monster attacking or not. Farther away in either direction means other factors like danger or other triggers like being attacked matter less or not at all. + + # Monster Speed Scaling: Minimum speed: 20 (very little ability to move, 1 km/h; crawling zombie) @@ -109,6 +172,25 @@ Very high difficulty: ~100 (supernaturally dangerous; zombie hulk, shoggoth, wra Maximum danger: 300 (highest for balance purposes; triffid heart, melded task force) +# Monster vision scaling: +Minimum: 0 (blind and unable to sense presence nearby; brainless zombie night vision) + +Minimal vision: 1-2 (default night vision; graboid night vision, kreck night vision, triffid night vision, brainless zombie day vision) + +Very poor vision: ~5 (zombie night vision, feral night vision, giant ant night vision ) + +Poor vision: 20 (cat night vision, Exodii quadruped night vision, wretched hatchery day vision ) + +Normal vision : 40 (default day vision; zombie, feral, mi-go, black bear, Atlantic cod ) + +Very strong vision: 50 (supernatural or specialized; hound of Tindalos, mi-go, kreck, zombie master, turkey, A Shadow? ) + +Maximum vision: 60 (highest for balance purposes; spasming lump; flesh wall ) + +Vision is not necessarily limited to eyesight. We have monsters with literally no eyes that can detect creatures within a couple of spaces. + + + # Dodge System assumptions: Dodge chance is based on attacker's melee skill and target's dex stat and dodge skill.