FEP overhaul.

Thoughts on the further development of Haven & Hearth? Feel free to opine!

FEP overhaul.

Postby SynthesisAlpha » Tue Jul 28, 2009 3:10 am

Another suggestion I've cooked up regarding the FEP system. Currently, the system severely discourages overspecialization, but with one stat being more useful than the others by an order of magnitude (strength), and several stats having no or extremely minimal impact (cha, int, per), it's not really worth it to pump anything but strength.

Here's what I'd suggest. Keep the FEP idea -- when you accumulate enough points equal to your highest stat, the food event triggers. However, here's how we change things.

Give each stat its own experience bar. The number of points needed to level the stat by one would be equal to the stat + a number based on the total number of stats gained (say +1 per 6 overall stat gains). When an FEP triggers, the bar empties, and all the FEP points get assigned to their appropriate stats. If a stat gains enough experience from that food event, it levels up, and spillover is wasted, much like when the FEP bar fills now. Black FEP would deal 1 HHP damage per point when the FEP triggers. This would encourage generalization, since you can trigger FEPs more often, but it wouldn't completely ruin overspecialized characters. It would also reduce the effectiveness of beer, because man, it is way too easy to brew tons of beer and pump strength.

Here's an example of how it would work. The following stat grid has gained a total of 52 points, so the experience cost for each stat is at +8. Numbers in parentheses would be the current / required experience for that food to increase a point on a food event.

Strength 30 (20/38)
Agility 20 (0/28)
Constitution 20 (10/28)
Intelligence 15 (0/23)
Perception 15 (20/23)
Charisma 12 (0/20)

Now I eat a bunch of food, and I would need 30 points for an FEP. Say it's 20 strength, 5 constitution, and 5 perception. Those points are then assigned to the stats, and so strength and perception would both increase a point on this event. Also, since the total number of points gained hits 54, the cost to level each stat will increase by 1, to +9. Our new stat spread looks like this :

Strength 31 (0/40)
Agility 20 (0/29)
Constitution 20 (10/29)
Intelligence 15 (0/24)
Perception 16 (0/25)
Charisma 12 (0/21)

With a system like this, you wouldn't worry about potentially wasting a lot of food for a single stat on the off chance you gain a point of perception from that one carrot you ate over the thirty piglet wursts. All the food you eat will have benefit, although it can go to waste if you spill over the experience to level a stat. You can still specialize, which will increase the number of FEP to trigger an event and increase the cost to increase all your stats somewhat, but it's not as huge of a penalty as having 200 strength and needing to pound 40 carrot cakes to bring perception from 10 to 11. Likewise it would increase the effect of black food events, since they would always cause damage on the trigger of a food event, but without wasting all the rest of the food from the bar like a black food event does now.

An alternative cost adjustment system would be to increase the cost of raising stats by the difference between your two highest stats, or your highest and lowest, or your highest stat and the average of your other stats.
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Re: FEP overhaul.

Postby Potjeh » Tue Jul 28, 2009 7:05 pm

I don't know, I kinda like the gambling aspect of current FEP system.
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