Author:
doet
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Date:
10/30/2022 4:37:10 PM
Subject:
RE: mechanics assessment run
yeah so mirelurks stop becomming a threat after you reach level 10 or something ridiculous.
i havent actually gone through and assesed the game yet, but it seems from what i can remember, is they dont scale at all. or their vanilla scaling is laughably gimped.
this is unfortunate, and but only a single example of mainstream nerf mechanics.
you see, the mirelurk is actually a unique creature, its one of the few examples of proper melee enemy in a modern shooting game.
its armored.
so instead of fizzing them out at level 10,
i plan on adjusting their melee damage and hp accordingly.
so for example, if they do infact stop scaling at level 10, then i would introduce level 15 mirelurks into the encounter pool.
at level 15 you still would get the vanilla encounter, but there would be a single additional new level 15 mirelurk. which is just a vanilla mirelurk with adjusted stats. more damage. more damage which is percicely appropriate for their level. in continuation from the official stats from the previous leveled creature.
but the number you encounter also scales, not only for difficulty but to gradually taper the vanilla ones off.
so for example by level 25, now instead of one proper lvl 25 mirelurk spawning in the encounter pool, there would be two or three of them, and equally fewer vanilla ones. meaning there would be two or three fewer vanilla mirelurks in the pool.
and this of course is just example of how i would introduce new rankings gradually. and and not what determines how many enemies actually spawn. which is another factor which needs percice adjustment