HAM Revamp

Thunderheart has released some information pertaining to the revamp of the HAM system. To read the full post either visit the official post or read on. I know many of you are anxious to hear about the details of the Combat balance changes. Here is the first of many design documents that will be coming up. Please stay on topic. Thank you. HAM Revamp Discussion The current HAM system was designed to allow variety in the combat styles and tactics of the various professions. While it is a bit tricky to learn for the novice player it does provide a broad potential for tactical interactions. However there are two key failings that at this time which defeat much of the usefulness of the HAM system. The first problem has to do with the nature of special abilities doing damage to your character and the second is the unique nature of the Mind bar when it comes to damage and healing. The primary problem can be argued to be only a philosophical or perceptual problem, but the end result is the same. For the majority of players it is no fun to “kill yourself” simply by doing required combat actions. To stand any chance in combat special actions must be used. These special actions essentially do damage to your character and if overused will guarantee the death of your character. While most players can accept a certain amount of damage done in this manner the amount they are willing to accept is dramatically different per person. Finding a common ground that is acceptable to all players is virtually impossible and makes balancing the special action costs extremely difficult. The second problem came about due to the evolution of implementation during late Beta. Doctors have the unique ability to heal the damage they do to themselves through special action costs. Their ability to heal is supposed to be limited by size and regen rate of their Mind pool, but this is completely negated by the ability to heal that pool. During Beta, Doctor’s could use their healing ability (and any other ability for that matter) indefinitely. For this reason Mind healing was removed. This has created a situation where Mind damage combat tactics are completely unbalanced with any other tactic in the game. The HAM revamp intention is to remove both of these problems while remaining true to initial vision of the HAM system. Some amount of player frustration will be unavoidable as they adjust to no longer being able to use their old combat tricks and have to learn the resulting balanced combat tactical options. Ideally this frustration will be minimal and the resulting game dynamic will be much more interesting and fun to play. Overview The basis of the HAM revamp is to add a Special Ability layer to each pool. Each Health, Action and Mind pool will then have a Wound, Damage and Special Ability layer. The maximum value of the pool is what is available as both damage and ability points when a player is completely undamaged. As the player takes wounds, the total amount of damage to be inflicted until incapacitation is reduced until they have those wounds healed. As the player takes damage the total amount of ability points available for special actions decreases. These special ability points will regenerate at a much faster rate then normal damage and will not healable in any manner. This change keeps the core interaction of combat the same. Damage done to a pool reduces the available tactical options used by that pool. The key differences will be that use of ability points in a pool no longer risks death and healing damage done to a pool will not immediately allow a player to take more special actions. Healing damage only increases the maximum potential ability points possibly giving access to more powerful special abilities. The only way to regain ability points to perform a special action will be to wait for them regenerate naturally. *** Challenges *** Interface Some way to display this new layer of the HAM bar will be needed to be implemented. This interface needs to easy to comprehend and quick to digest during a frantic battle. Because the special ability layer will be draining and regenerating fairly quickly during combat it should not be necessary to display hard numbers. A graphical method incorporated into the existing HAM Bar UI should be sufficient. One idea is to have ability points spent on an action drain the dark color (red, green or blue) of the bar leaving a lighter version of the color. This way ability points remaining can be seen as the dark portion of the bar, damage left till incapacitation is the light and dark color combined, unhealed damage will still be white and wounds will be black. Other possible interfaces should be discussed and explored. Regen & Drain Attributes With the change to the new HAM system the actual affects of the Drain and Regen Attributes should be evaluated. Since these attributes primarily influence the cost and reuse time for special abilities they will need to be adjusted to be correctly balanced within the system. The regen attribute for each pool will also directly influence natural healing rates but at an order of magnitude slower than ability point regeneration. Total natural healing time should be comparable to the current Live game. A secondary problem with the Drain & Regen attributes that can potentially be addressed is the progression of affect as the attribute gets larger and larger. Currently it is possible to get a regeneration stat so high through various buffs that players have essentially no special ability costs. This should not be allowed in the new system. A non-linear progression method will have to be defined so the ever increasing values provide smaller and smaller benefits. This causes an effective soft cap where high number are so ineffective as to not be worthwhile while still allowing, and rewarding, players for pushing the value higher if they desire. At no time however should the numbers be allowed to get to a state that invalidates the core tactical interaction of combat. Please discuss. Kurt "Thunderheart" Stangl Community Relations Manager

Comments

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TKA
# Jul 24 2004 at 10:09 PM Rating: Decent
19 posts
Tk is only really good for high-mind players and high-action. Because man, it really does a whammy on those two. I have very bad mind, so I have to CONSTANTLY buy muon or brandy, my latest muon shipment expired a day after due to the game stating it was too old.
Skill point system + Crafting profs
# Jul 23 2004 at 9:15 AM Rating: Decent
Hmmm yeh I see what you mean m8... I like to post here now because most of the time ive noticed on the main soe fourms, if an idea is posted.. such as these HAM revamps .. theres an instant barage of stupid message shouting "Yeh" or "boo" and then you get te typical person who just wants a moan at the whole game in general.

May be a little oftopic but its in relation to what you said plainsman about being a crafter: But basically.. whats all this about a 2nd character slot? because that would be ideal for me. I started the game and have just become an absolute combat fanatic, but not realising the whole depth and fun with crafting and would use my 2nd character slot if possible to be a crafter..

Is this live in patch 10? and is it possible do you know?

Cheers guys
RE: Skill point system + Crafting profs
# Jul 23 2004 at 9:20 AM Rating: Excellent
Alas, my idea was just that, an idea about what they could do to make the game better... I have no knowledge that they have acknoleged the idea let alone planned to implement it.

Right now, the only thing you can do if you want to have a combat char and a crafter char is to make separate characters on different galaxies. The disadvange of that is that you can't play them at the same time. Another problem is that if you get caught up working on one character, you might forget to log in to the other galaxy for a few months and find that your house/stuff/harvesters/guild/friends/etc. have all dissappeared :(

I'd love to be able to just have one character that I play with all the time on one server.
Skill Point redesign
# Jul 23 2004 at 7:24 AM Rating: Decent
I like your idea Gomezie, but I dislike the current game limitation against crafters. I am a player who thoroughly enjoys the crafting/merchant aspect of the game, and yet I also like to do combat/pvp. The master elite crafter is severly limited in their combat abilities, making profs like Bounty Hunter, Combat Medic, Ranger, or Commando impossible to achieve without sacrificing all of your crafting skills.

Ever wonder why there are so many TKAs out there? One reason is that TKA is one of the best combat professions with the lowest sp cost.

My suggestion is that they separate the skill point system for combat and non-combat skills. Any skill that is a crafting-oriented skill should use up "trade points", while "skill points" would be used for combat skills. A profession like smuggler or scout which combines crafting and combat skills would split the skill points between the two point systems for the novice/master slots.

I know this is a little off topic of the main post, but since we're talking about redesigning combat, why not talk about the skill tree as well?

- Meer Plainsman

Master TKA
Master Artisan
Master Tailor
RE: Skill Point redesign
# Jul 23 2004 at 8:53 AM Rating: Decent
good ideas both of you. now you may want to post em to the SoE boards where the devs might actualy see em :)
RE: Skill Point redesign
# Jul 23 2004 at 9:01 AM Rating: Decent
That was what I did immediately after I wrote my original post. The problem is that the SWG boards are so long with so many comments, none of you fellow Allakhazam'ers would get to see my idea!
HAM changes
# Jul 23 2004 at 3:33 AM Rating: Decent
Why not have a system where.... each "combat profession" grants a higher special move capacity or a quicker regen rate. That why fully combat orientated would have a better more efficient use of special skills than a architect would.

For example... for obtaining Novice tka.. you could have Special Move regen +10

Just an idea... but i dont like the sound of a crafter being able to pull off the same amounts of special abilities as a hardened warrior.
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