by DatOneGuy » Mon Aug 16, 2010 3:20 am
They are magical, that is all on that matter.
As for OPs system, here is how I see it should work:
Animal has a max HP standard, let's use an X bear for this example.
X bear starts with a few numbers:
Current HP 800
Total HP 800
LP 2000
When you deal damage to the bear it stores somewhere (however is most efficient to do it) some number defining your character, and how much HP damage you've done.
Scenario 1 : You attack the bear, whittle down his HP and kill him, he dies.
Reward: 2000 LP
Scenario 2: You attack the bear for 200 HP, he runs and disengages combat, later you find the bear and kill him.
Reward: 2000 LP
Scenario 3: A bear is attacked by someone else for 600 HP, he lost the bear, later you find the bear and finish him off for the last 200 HP.
Reward: 500 LP (to you) ; 1500 LP (to other person)
Scenario 4: You attack a bear for 600 HP, a deer heals it for 100 HP and then you kill it.
Total HP: 900 (Effected by Deer)
Reward: 2000 LP
Scenario 5: You attack a bear for 400 HP, it's healed by several deer for +200 HP, someone else finishes it off.
Total HP: 1000
Reward: (400/1000) * 2000 = 800 (to you) ; 1200 to other player
Works fair, unusable, LP should never be given based on damage you do WHEN you do it.
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