Smart, semi-dynamic scaling for combat difficulty and reward

Post » Wed Sep 28, 2011 11:21 pm

TL;DR :
I want to allow the modder to decide exactly how hard a specific ennemy encounter is regardless of the player's level and equipment (vanilla, custom or mod-imported) using a few scripted fights without using MWSE.
Does this already exist as a modder's resource ? If not, I'll be working on it. Slowly.


Long version :

Something that bugs me with combat, traps, spells, gear, etc. in most quest-type mods is, no matter how hard the author tries to make it interesting and balanced, chances are if your character has already played other mods you'll end up fighting foes not suited to your abilites (most often, too weak), or getting very good-looking but useless (in ingame quality) items. Level range indications are a limitation I don't like, and a blurry one, considering all the levelling, difficulty and gear mods people use.

So I've been thinking about a way to scale a mod, and the quality of rewards - NOT the way Oblivion does it - but based on the player's...
- damaging ability
- health
- average armor quality
- ?
... when starting to play the mod, and maybe at a few keypoints along the way if it's likely to be played simultaneously with vanilla/other mods.

This would scale ennemies according to two basic parameters : how much time it takes for you to kill them (sets their health and/or resistances), and for them to kill you (sets their damage). This won't scale every encounter to be of medium-difficulty at any time like Oblivion does, but will allow the modder to decide, at some pre-set points during gameplay, how hard an encounter will be when the player reaches it.
Likewise, added gear can be scaled to be worse, slightly better, way better, etc. than what the player is supposedly using, so that quest rewards will actually feel like rewards for the player.

I'm planning to do this using a few fights against scripted ennemies. Any ideas for a "smoother" method ?
Some of MWSE's added functions look like they could be handy in detecting the player's exact gear quality (from which you could get all necessary damage formulas for physical damage) but for some reason I'm trying to do things without MWSE.

The basic test would be successive fights against a battery of increasingly powerful opponents to detect the player's :
- (average) instant damage per hit (weapons or spells)
- (average) damage per second
- average armour and magical resistances

More advanced tests if they're possible and not too resource-taxing, possibly as a global running script or applied to all the fights in the mod, for :
- proportions of physical or magical damage
- elemental damage used
- propension to heal
- ability to regenerate magicka

Newbie at scripting but I'm confident most of this can be done fairly easily.
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Andy durkan
 
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