Difference between revisions of "Test Page"

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Revision as of 19:38, 6 May 2013

Let's get this shit on the road, shall we?

Slot Layout

First(?) step, decide on slot layout for the vehicle in question.

Slots come in three flavors - high, medium, low - and a vehicle's progression in how many slots they have of the relevant type, in terms of base values, is dependent upon greasemonkey level.

Because apparently I'm fond of this concept, we will work essentially with point buy. A greasemonkey has 5 points to distribute in the 3 categories. Here are the values over level and their point cost.

Slot Layouts
Level Worst Poor Average Good Best
Cost -1 0 1 2 4
1 0 0 1 1 2
2 0 0 1 1 2
3 0 0 1 1 2
4 0 0 1 2 3
5 0 0 1 2 2
6 0 0 2 2 3
7 0 0 2 2 4
8 0 1 2 3 4
9 0 1 2 3 4
10 0 1 2 3 5
11 0 1 3 4 5
12 0 1 3 4 5
13 0 1 3 4 6
14 0 1 3 4 6
15 0 1 3 5 6
16 0 2 4 5 7
17 0 2 4 5 7
18 0 2 4 6 7
19 0 2 4 6 8
20 0 2 4 6 8

Okay, so... this makes slot layout independent of classes taken, allows the greasemonkey to determine the chassis type and such on their own. Gives significantly more freedom over predefined advancement paths.

Me gusta.

Point costs - eyeballed - seem adequate and roughly indicative of value of more slots of a given type.

Do we give more slots later, in classes or as talents? - not sure. Given the availability of option to entirely forgo a slot of a given type, the ability to later gain slots seems self-evident from the design (as does absence of odd-numbered slot layout options).