作者 主题: mp差值  (阅读 3517 次)

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离线 TTG

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mp差值
« 于: 2013-09-08, 周日 02:55:59 »
情况是这样的:

设mp消耗为1,2,3,4,5,6,7,8,9
1=20收益

类推,2=40,4=80,8=160


课题:回合制中1与8的使用代价并不均等,1为8的八倍时间代价
疑问:如何解决价值差问题

劇透 -   :
目前想到的可能解决方案:
(a)_实际解决问题
1. 价值*0.9325^mp消耗量,缓冲部分过度累积问题
2. 苹果和橘子——无法对比的收益
3. 延长消耗8mp的技能时间代价至八倍
(b)_谎言
1.分划价值为多个单元类。若单元类限制为40收益一个集合,则8mp技能具备4个效果
2.关联补偿。多个单元/变量相互作用,把实效吞肚子里去
劇透 -   :
Fun is not the mechanics you put into it, but the way they are put together。Toy,Puzzle,challenge——you see many things are fun;But joy will only be found in a relationship.
Trained to know every part about TRPG, so when you wants to move, you are moving.
We are a part of TRPG, the TRPG itself exist with in us;If we don't gave up on ourselves, just continue to learn、change and fail, we will one day, have a better environment for it.


Last but not least, have a nice day.[/size]
我要走了,一定要保重自己,好吗?就这样活着,你一定会找到所爱的和爱你的那些人、那些事。我会永远爱着你们
团是献给所有人的游戏,爱是这游戏的一等奖

离线 TTG

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Re: mp差值
« 回帖 #1 于: 2013-09-08, 周日 03:00:54 »
补充一个

问题2

以价值*0.9325^mp消耗量,缓冲部分过度累积问题,会使1mp类技能产生rp收益上的沉积
即8mp=84收益的浪费,对比1mp=0收益的浪费,在RP下它将不会成为最佳选择
难不成要让技能具备rp一个效果,回合制内一个效果?
« 上次编辑: 2013-09-08, 周日 03:06:20 由 TTG »
劇透 -   :
Fun is not the mechanics you put into it, but the way they are put together。Toy,Puzzle,challenge——you see many things are fun;But joy will only be found in a relationship.
Trained to know every part about TRPG, so when you wants to move, you are moving.
We are a part of TRPG, the TRPG itself exist with in us;If we don't gave up on ourselves, just continue to learn、change and fail, we will one day, have a better environment for it.


Last but not least, have a nice day.[/size]
我要走了,一定要保重自己,好吗?就这样活着,你一定会找到所爱的和爱你的那些人、那些事。我会永远爱着你们
团是献给所有人的游戏,爱是这游戏的一等奖