How should I handle equipment? in Design Philosophy
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I'm not asking "how do I make an equipment system?", I've no need for help in that. I'm going to ask this:
Should their be multiple versions of each equip, possibly with random stats for some versions? This is another feature I like d from Rise of Heroes (which my game takes quite a bit of influence from), the various equips could add more replay value for perfectionists.
I'm not sure how far I want to go with the random equips, however. Maybe for swords, there'd be like:
Sword of [insert element] | Boosts the usual attacking stats, and adds some to your elemental damage.
Strong Sword | Adds more attacking stats then usual.
Sword of Piercing | Same attack as a regular sword of it's kind, but increases critical hit-rate and accuracy
Sword of Chaos | Every stat, including certain elements, attack stats, etc, is -25% - +45% higher then the above three kinds.
Again, those are just ideas. What are your thoughts on it, BYOND community?
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