Prj: NtCstr: What to do with a Variable?As was mentioned by one of my devoted readers it can help to make charts. It goes along the same lines as making an outline. But with a slew of variables floating around on paper or in cyberspace, what function do they hold. To what purpose are they there for? Using these variables for interaction and growth is the plan to make. Our definition of variables leaves a wide playing field open for growth, and while that may have been in the last title, I suppose I'll go into more detail here. Planning for growth in a game of any proportions is important. Take AD&D for instance, growth comes in the terms of experience points and the amount of XP dictates a level of achievement. In other games, XP are handed out in small numbers and spent towards the growth of a character. I think that in the case of NetCaster a system of spending points towards growth becomes more appropriate in light of the competition and in choosing ones own destiny. With that in mind that we want to spend points, we are left with how much are things worth? There are immediately two ways to go about this. The first way that comes to mind is to determine how much XP a player would get for winning battles and solving problems and from that point determine a balanced and fair way on how they could be spent. I personally think this is a hard way to do it. The second way that comes to mind and an easier way, at least for me, is to determine how much I feel things are relatively worth (relative to other stats in the game) and from that point decide how fast a person should grow and deduce from that how many XP a person should get for a win. With this is mind I decided the least important of the attributes at hand was the 'Carry' attribute. The weight of the cards is a wide open field and how much a person can lift in terms of card weight is relatively minor in comparison to other attributes. So it is a one for one ratio. (1 : 1) The second attribute that I felt was a strict ratio of growth was 'Health'. Although this is an important attribute and it's easy to see the more health a person has the harder it is to take them down. I figure given opportunity and the wit of the players, the amount of health a person has will be of little importance after a while. This is a small way to counteract that seemingly small level of importance. A large 'Mind' score won't affect players with large health scores unless very creative. A 5:1 ratio. Five XP will buy 1 Health point.
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