That's the problem - in Planet Stronghold I simply used FIXED NUMBERS. That was basic, and easy to understand:renke_ wrote: Combat (especially the tactical kind in a turn-based game) should be transparent and understandable evene without code access, if the result of an action isn't foreseeable "players with ambitions" are [understandable] pissed off as they are not able to plan their moves (this worked really fine in Planet Stronghold).
Energy weapon attack 5 - enemy energy armor 2 = 3 damage + add bonus of that character with that weapon type = final damage
that's it! Done. The way Loren was designed/coded, was impossible for me to use this system. I mean I had to rewrite the whole combat system to use this, and rebalance everything, so I was better starting a new game from scratch for SOTW (which remember was supposed to be A SMALL GAME to ease the way for Loren 2!) I had to use Loren system, and tried to improve it, but the base mechanics are those.
I think everything had to be better planned from the start, at the point I was I just kept patching and patching what I had done to improve it (and I think I did). Is not a fun situation to be in, but that's what happens very often during game dev: you have no time, you've pressure from people, money, time already invested and so on. Is not easy, really. Quite often I'm not happy with the result of my games, but then I wonder "what I do, polish the game for another 6 months and lose a ton of money?"
In summary: I'm doing the best I can really, but I am at one point where I am FORCED to make compromises to keep going. The best I can do is try to improve the combat part of the RPG step by step. OR, and that was my previous point, simply try with a simpler approach like I did with PS, and then build up from there. First NewRPG1 will have only 10 skills but everything crystal clear, then NewRPG2 will have 20 and new additions, and so on. I can't work over 1 year on a RPG, a bit for money reason but also because I know myself and I would get tired of it and in the end do a really bad job... those are my limits sadly, I don't have much patience