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more monster balance documentation #73881

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Jul 9, 2024
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84 changes: 83 additions & 1 deletion doc/GAME_BALANCE.md
Original file line number Diff line number Diff line change
Expand Up @@ -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)

Expand All @@ -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)

Expand All @@ -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)

Expand Down Expand Up @@ -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.

Expand Down
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