I think this was mentioned in a couple threads, so I thought I'd give it one of its very own.
- mouser wrote:
- Completely unrelated, but today I learned that giving the Blood Guardian in Gallery Noir decent stats and 735 health makes him one tough SOB to take down. Actually not totally unrelated, a lot of the NPC's in the game could use a bit of a boost...
- malkav wrote:
- That's an option only if I find a way to make it player selectable.
I was thinking about this, and how I handled ramping up the difficulty of my game (can't wait to get to Ming - her health is OVER 9000!!!! sorry, couldn't resist...):
For player choice, probably the easiest way would be to use the 'histories' box. Either ditch the 'normal' histories, or make them with labels: Easy, Normal, Hard, Freakin' Insane. You could also use a setting in a config file, but then you're asking the player to get his hands dirty...
Dots at character creation: Do it the same way you do for music files, just change the relevant value in the stats file.
Experience Table: another file rewrite.
Enemy health: Use a scalar that multiplies all the current health values: 1 for normal, 0.75 for easy, 2 or 3 for hard, 4 or 5 or 10(!?!) for insane.
Enemy stats: Give them all (or at least the combat ones:strength, stamina, dodge, firearms, etc... why do they all have dots in computers, anyway?) a base value then add or subtract to it. This one I'm not as crazy about because it lends itself to uniformity unless you really keep the base stats different for everyone. There's no question though that changing their dodge value from 1, which just about everyone has, to 3 or 4 really changes the fight.
Blood Pool could be handled like health or by addition. You could probably even give the big bosses some new disciplines while you're at it.
Part of what makes this game so replayable is having pretty much all the archetypes represented: the brawler, the swordsman, the gun bunny, the thief, and the mage. Adding difficulty levels adds another level to that: am I good enough to beat the game as an <insert clan> on <insert difficulty>?
I haven't really tried using it in combat, but this might make sneaking an actual worthwhile stat to have if you can use it to 'duck out' of combat for a bit and heal up... I know obfuscate works if you can break LoS.