Darwinbots Forum

Code center => Suggestions => Topic started by: Ammeh on August 10, 2010, 08:23:08 PM

Title: Poison: underpowered
Post by: Ammeh on August 10, 2010, 08:23:08 PM
It seems to me that poison is massively underpowered. There seems no reason why it shouldn't be at least as powerful as venom. What are your thoughts?
Title: Re: Poison: underpowered
Post by: Panda on August 10, 2010, 08:28:28 PM
Hehe, 2 to 0, it looks like we can do it!
Title: Re: Poison: underpowered
Post by: ikke on August 10, 2010, 11:12:13 PM
I'd prefer changing relative cost and not functionality if you feel there is an imbalance
Title: Re: Poison: underpowered
Post by: Ammeh on August 11, 2010, 05:41:06 AM
The reason I suggest changing functionality is because, frankly, it's useless in it's current state.
Title: Re: Poison: underpowered
Post by: Panda on August 11, 2010, 10:54:27 AM
Yeah, defiantly useless, you can't get their bot to do anything with it.
Title: Re: Poison: underpowered
Post by: bacillus on August 11, 2010, 03:35:53 PM
I suppose poison does aim itself, meaning that you don't have to interrupt your feeding to defend yourself. I find it useful in some scenarios...
Title: Re: Poison: underpowered
Post by: ikke on August 12, 2010, 03:06:28 AM
The reason I suggest changing functionality is because, frankly, it's useless in it's current state.
In practice you force your opponent to use energy shots which are less lethal
Title: Re: Poison: underpowered
Post by: Ammeh on August 12, 2010, 06:40:04 AM
But shell performs the exact same function, reducing the damage taken. I'm not saying we should completely change how poison works, just allow it to use a value instead of 0. There are practically no variables that when set to 0 are harmful.
Title: Re: Poison: underpowered
Post by: Numsgil on August 12, 2010, 12:22:13 PM
I have no objections either way.  But you probably want something to differentiate venom from poison.
Title: Re: Poison: underpowered
Post by: Panda on August 12, 2010, 12:37:41 PM
Maybe a higher cost of poison, or something like that. Maybe. I woudn't know.
Title: Re: Poison: underpowered
Post by: Ammeh on August 13, 2010, 08:46:52 AM
Perhaps it'd be possible to make poison dwindle over time, like slime does. That way there is a definite difference between poison and venom. Venom is offensive and ready so long as you've stored some; Poison is defensive and must be maintained to work.
Title: Re: Poison: underpowered
Post by: Panda on August 13, 2010, 09:39:04 AM
Yeah! :) Agreed!
Title: Re: Poison: underpowered
Post by: Numsgil on August 13, 2010, 01:20:05 PM
Actually I was never too infatuated with the degredation over time of slime.  But at the end of the day there aren't that many things to play with.

The whole combat system could do with a good game designer adding a bit more depth and balance.
Title: Re: Poison: underpowered
Post by: Panda on August 13, 2010, 01:29:05 PM
Well, it's almost programmed, so tough. :p Oh, and by the way, do I still have my SVN auth, if so, I have lost my password or username. :$
Title: Re: Poison: underpowered
Post by: Testlund on August 13, 2010, 01:47:44 PM
It seems to me that poison is massively underpowered. There seems no reason why it shouldn't be at least as powerful as venom. What are your thoughts?

Quote
Perhaps it'd be possible to make poison dwindle over time, like slime does. That way there is a definite difference between poison and venom. Venom is offensive and ready so long as you've stored some; Poison is defensive and must be maintained to work.

I agree.
Title: Re: Poison: underpowered
Post by: Panda on August 13, 2010, 01:55:26 PM
And I have the files ready for upload, if I can get my auth back.