01-08-2008, 04:39 AM
Idea #1: Training Items
It just dawned on me that characters use +TP gear without any change no matter how strong they are. But that doesn't make any sense. Wouldn't a character with 5,000 stat points get less out of their weighted clothing than a character that has 1,000 stat points? And the same goes for the HQ bonus, and maybe even the RoSaT.
I think there's an easy way to deal with this: the new stat system is based on diminishing returns tiers, so let's link +TP gear into that. The weakest characters should get the highest bonus from the items, with diminishing bonuses at higher tiers. I haven't been thinking about this long enough to have a balanced system worked out that includes every item, but here's an example of how it would look.
tier 1: +2TP w/ weighted clothing
tier 2: +1TP
tier 3: +0TP, and the weighted clothing would become a decorative item.
Seems simple enough.
Idea #2: The Next Generation
If you've ever followed a fight sport for a few years, you'd notice that every so often a "new generation" of fighters emerge who are faster, stronger, and force the old guard to either take it to the next level or retire. However, in CDBZ if a reset allows players to keep their old stats it simply maintains the dynasties that were made in the pre-reset era, or worse: anyone who chooses to restart is set even farther behind. This is counter-productive.
So, I think every reset should give higher amounts of training points to new characters so those players aren't simply "left behind". Any player who wants to keep their old stats could, but they'll be keeping the lower training points. This should increase the activity on two fronts: it will encourage the players with new characters to work at catching up to the old characters, and it will encourage the players with old characters to work hard to stay ahead. This doesn't mean that each reset accumulates more and more TP, but rather that a number is set for "old characters" and a higher number is set for "new characters". When another reset happens (probably around the time when the new guard reaches the same level as the old) all of the "new" characters would be lumped together with the "old" ones or maybe the "old" ones would become "ancient" with even lower TP.
This would assume that there's some sort of plan for regular resets.
It just dawned on me that characters use +TP gear without any change no matter how strong they are. But that doesn't make any sense. Wouldn't a character with 5,000 stat points get less out of their weighted clothing than a character that has 1,000 stat points? And the same goes for the HQ bonus, and maybe even the RoSaT.
I think there's an easy way to deal with this: the new stat system is based on diminishing returns tiers, so let's link +TP gear into that. The weakest characters should get the highest bonus from the items, with diminishing bonuses at higher tiers. I haven't been thinking about this long enough to have a balanced system worked out that includes every item, but here's an example of how it would look.
tier 1: +2TP w/ weighted clothing
tier 2: +1TP
tier 3: +0TP, and the weighted clothing would become a decorative item.
Seems simple enough.
Idea #2: The Next Generation
If you've ever followed a fight sport for a few years, you'd notice that every so often a "new generation" of fighters emerge who are faster, stronger, and force the old guard to either take it to the next level or retire. However, in CDBZ if a reset allows players to keep their old stats it simply maintains the dynasties that were made in the pre-reset era, or worse: anyone who chooses to restart is set even farther behind. This is counter-productive.
So, I think every reset should give higher amounts of training points to new characters so those players aren't simply "left behind". Any player who wants to keep their old stats could, but they'll be keeping the lower training points. This should increase the activity on two fronts: it will encourage the players with new characters to work at catching up to the old characters, and it will encourage the players with old characters to work hard to stay ahead. This doesn't mean that each reset accumulates more and more TP, but rather that a number is set for "old characters" and a higher number is set for "new characters". When another reset happens (probably around the time when the new guard reaches the same level as the old) all of the "new" characters would be lumped together with the "old" ones or maybe the "old" ones would become "ancient" with even lower TP.
This would assume that there's some sort of plan for regular resets.


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