tattoo balance idea... (in General)


Jason Bourne June 25 2005 1:45 PM EDT

ok, has everyone here played Hunted to Extincetion 2?

well, in that game, you can divide up how each person gains exp..

out of 4 (for 4 minions) you can set the ratio at one for all of them, 3 on one guy and one on another, 2 on two guys, and also do fractions as long as it doesnt go over the number of minions you have.

i propose this for tattoos. a tattoo page where you set the training ratios for you tattoo. all of the abilities that it can learn will be there, and you will be able to choose what ratio it trains them.

this way you wouldnt have 140% total on a FF but you could have him learn 50% hp and 50% FB if you wanted, or 100% fb and no hp.

you could also finally train your toj to have some FB or MM on him so he could make himself usefull in ranged.

over time, this would factor out the tattoo artist, but for now he would still be useful to set your tattoos "base" and then have him learn sub skills.

its just another way of adding variation onto the tattoos, this way one kind isnt always so powerful...

QBRanger June 25 2005 1:48 PM EDT

Well having a TOJ train MM or FB sort of makes it not a tattoo but another minion.

Perhaps if each tattoo had only the ability to train the skills it has inately.

But I think that would be too powerful as Jon has carefully titrated the stats/abilities on each tattoo for maximum game balance. Except the TBF IMO.

Jason Bourne June 25 2005 1:52 PM EDT

yea, inate skills would only be able to be trained i guess, thinking back on it now.

we wouldnt want ranger training 1% into UC from his Toa and have yet another minion to deal with, even if it only has 2 hp...

Will [Retired] June 25 2005 2:13 PM EDT

I think you should take the initial idea of dividing up experience gained and apply that to minions, not tattoos. Now THAT would make things more interesting/balanced.

[T]Vestax June 25 2005 2:21 PM EDT

I agree I sometimes have wanted to either give one minion a lead such as my first enchanter who trains AMF and GA, and other times I have wanted to balance out my team so that the total xp is evenly split.

I think the option for training xp unevenly would make the strat building more strategic. Much better then the tat training idea in my opinion.

bartjan June 25 2005 2:47 PM EDT

You can control how to balance XP between your minions already in this game. It is done by hiring your minions at the right time...

Maelstrom June 25 2005 2:49 PM EDT

Newly hired minions don't get much XP, even when you pay the higher amount. If you could let a new minion take all XP for a while, they could become useful much more quickly.

Jason Bourne June 25 2005 3:13 PM EDT

exactly...i would love to hire a new minion, and have him gain exp quickly for a while so he is effective. the more control you have, the more the fate of your character lies with you.

say you just learn a new spell...maybe you need it quick, so you shift all exp gain over to that minion and pump him up fast. this way you could change your set up quickly, and respond to change faster.

its probably the coolest idea ive seen from HTE2

Maelstrom June 25 2005 3:15 PM EDT

I agree, SoulCalibur - when I saw that feature under the options of HTE2, I thought it was a great idea... but the game is too limited, with too little variation for it to be of much use.

chernobyl June 25 2005 3:29 PM EDT

It sure would be nice if there were Minion transfers. Fee applies, of course. That would do it nicely, yes?

bartjan June 25 2005 3:59 PM EDT

Minion transfers is too easy to abuse for any fee less than 100%

My main problem I had in CB1 was that my newest minions were gaining XP too quickly.... I hired them way too soon, the first at 50k PR, the last at 150k PR. If I had a choice of balancing my XP, I would definitely balance it so I would get a stronger tank...

Jason Bourne June 25 2005 4:07 PM EDT

yea, at that point you could shift it to like 10% for each of your new minions (23% reduction) and put the rest towards your tank. mistakes would be easier to live with. only thing is, everyone would have 4 minions, even if it meant that 0% went to them, they would still take up a round. course then i suppose someone could just get a base fb and take it out with their 4th minion...it would be interesting though

Maelstrom June 25 2005 4:15 PM EDT

Huh? Why would everyone need 4 minions?

Manta June 25 2005 4:17 PM EDT

3 shields.
And, Soulcalibur, with AMF a base FB would not do much (except kill the minion using it).

chernobyl June 25 2005 4:21 PM EDT

>bartjan:
Minion transfers is too easy to abuse for any fee less than 100%

Yes, I could see room for abuse.. but you refer to 100% of .. something?
If you mean 100% of MPR, I'd pay it just to transfer a Minion to another of my own characters. I'd still pay it with a full transfer fee on each item included (although that's pointless). I'd pay 500% of MPR to do it! My math says that would cost me $250K, and it's worth every dollar IMO.

The money sink might make it a bad idea, or a better idea. The CB economy eludes me. =P

Maelstrom June 25 2005 4:26 PM EDT

Oh yeah. I thought SoulCalibur was saying everyone would be required to have 4 minions. Now, the only thing stopping new players from getting all four nice and early is the splitting of XP. Later on, it would be the cost. For instance, if I want to hire an extra minion now, it would cost 1.7mil

[T]Vestax June 25 2005 4:53 PM EDT

Minion transferring is already in the game, it's called trading your tattoo. As for why someone would want a team smaller then four, there really wouldn't be any reason if you allowed 0% xp gain. however if you made it so there was some minimum amount of xp gain for each then 1, 2, and 3 teams would still worth having, since the other minions would just steal need xp.

I'm sure most of us just want some small amount of tweakability.

bartjan June 25 2005 6:53 PM EDT

100% of whatever value that minion has. In other words, a price high enough to not make it worth it.

Knowing when to hire your minions is one of the most important aspects of this game. The desire to be able to transfer XP between minions is just another way of saying "I screwed up on the timing of hiring my minions" ;)

Maelstrom June 25 2005 7:03 PM EDT

Exactly, bartjan. Wouldn't it be nice to make up for hiring at the wrong time?

I guess there could also be some sort of penalty for not splitting the XP evenly - kind of the opposite of how XP is earned and divided between multiple minions now. For instance, one minion currently earns slightly less than the combined XP of two minions. If you want one of those minions to get a greater proportion of the XP, then the total amount of XP earned would decrease.
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