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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Mon Jun 19, 2006 3:44 am Post subject: Personality type-based RPG system? |
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I am aware that personality typing isn't too hot around here, but I thought that it could be a good basis for awarding combat bonuses in rpgs.
It works by factoring in individual functions into the damage calculation algorithms for specific kinds of offense and defense. Think of it as an affinity system with a twist.
For example, if a person has extroversion as their dominant function, they can inflict extra damage in situations for which extroversion is especially well suited, like attacks that have an area effect or which attack all enemies of a group. Conversely, extroverts do less damage with and take more damage from single target attacks.
Introverts on the other hand take less damage from single target attacks and deal more damage with them, but take more damage from area attacks and group attacks.
Intuitives are capable of longer combo attacks, but at the expense of strength and accuracy. Sensors have better accuracy and attack strength, but shorter combos.
Thinker's attacks have smaller area effect range but more power; feelers have more effect range but less power.
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Mon Jun 19, 2006 1:46 pm Post subject: Re: Personality type-based RPG system? |
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LordGalbalan wrote: | I am aware that personality typing isn't too hot around here, but I thought that it could be a good basis for awarding combat bonuses in rpgs.
It works by factoring in individual functions into the damage calculation algorithms for specific kinds of offense and defense. Think of it as an affinity system with a twist.
For example, if a person has extroversion as their dominant function, they can inflict extra damage in situations for which extroversion is especially well suited, like attacks that have an area effect or which attack all enemies of a group. Conversely, extroverts do less damage with and take more damage from single target attacks.
Introverts on the other hand take less damage from single target attacks and deal more damage with them, but take more damage from area attacks and group attacks.
Intuitives are capable of longer combo attacks, but at the expense of strength and accuracy. Sensors have better accuracy and attack strength, but shorter combos.
Thinker's attacks have smaller area effect range but more power; feelers have more effect range but less power. |
This actually both makes sense and sounds like fun. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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cowgod Wandering Minstrel
Joined: 22 Nov 2005 Posts: 114 Location: Pittsburgh, USA
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Posted: Wed Jun 21, 2006 2:03 am Post subject: |
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Your personality affects whether you hit people harder when you're attacking alot of people at once than when you're attacking just one person?
It should be dependant upon your weapon, not whether you like talking to people in bars. Having people who attack better with area effect attacks might work, but I don't know why you called it "personality typing". If it's some sort of psionic attack, it might make sense.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sat Jun 24, 2006 5:01 pm Post subject: |
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Well, personality typing goes beyond one's relations with others.
http://www.socionics.us/works/socion2.shtml
I agree that damage should be primarily determined by base stats and weapons, but a small bonus based on one's personal ability to adapt to the attack would add a bit to the gameplay. You could also go a step further and base enemy AI on personality, giving extroverts emphasis on wide range attacks, for example.
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