Hey, I wanted to write this in the thread but I figured that it would be better if only you read this.
Basically, I'm dropping out of the game. The statistical advantage over me is just too much. So, just make me be absorbed by David and be done with it.
Anyway, as the game is in beta, I figure that I could give some feedback:
-First, as you may have noticed, the speed bonuses are too high. When a player gets more than half a dice advantage over another one, the fight stops being fun. Have you considered that, instead of giving a +1 for every 5 liters, doing it in a way that each time more liters are required to get another bonus? For example: 1 at +5, two at +15, three at +30 (basically, the required addition increases by 5 for the next bonus). This means that it won't get so ridiculous early on, because one could basically buy a +3 at start, being almost impossible to catch.
-Second, suction is really sub-optimal, as far it has been seen. On one hand, it has to spend an entire combat turn to gather projectiles. On the other hand, you can't attack two times on the next turn, so you are basically missing one turn worth of damage. The next part would be about damage: a difference of 3 (5+2vs4), plus a roll of 4 in damage from my part caused my adversary to temporarily lose 3 mass, which remained inside his body and so was absorbed passively next turn. To compare it with pynocitosis, a difference of 3 (6+1-1vs3), plus a resistance roll of 3 (which is equivalent to an attacking roll of 4), caused me to lose half an starting slime's worth of mass, which was instantly absorbed by my adversary. If we follow this path, it is clearly sub-optimal to use suction.
-Third, these are things that I could consider interesting additions:
Size makes you lose less mass from normal attacks, but makes you more vulnerable to pinocytocis
Absrobing a slime via pinocytosis doens't instantly digest it. Instead, you get addded weight and become slowed until you digest it. This creates a risk/reward decision.
Anyway, I wish you luck with your game! I love the concept.
Thanks for the feedback. Here is my opinion on it.
-First, as you may have noticed, the speed bonuses are too high. When a player gets more than half a dice advantage over another one, the fight stops being fun. Have you considered that, instead of giving a +1 for every 5 liters, doing it in a way that each time more liters are required to get another bonus? For example: 1 at +5, two at +15, three at +30 (basically, the required addition increases by 5 for the next bonus). This means that it won't get so ridiculous early on, because one
Seems like an interesting idea. I'll try it and see what happens
-Second, suction is really sub-optimal, as far it has been seen. On one hand, it has to spend an entire combat turn to gather projectiles. On the other hand, you can't attack two times on the next turn, so you are basically missing one turn worth of damage. The next part would be about damage: a difference of 3 (5+2vs4), plus a roll of 4 in damage from my part caused my adversary to temporarily lose 3 mass, which remained inside his body and so was absorbed passively next turn. To compare it with pynocitosis, a difference of 3 (6+1-1vs3), plus a resistance roll of 3 (which is equivalent to an attacking roll of 4), caused me to lose half an starting slime's worth of mass, which was instantly absorbed by my adversary. If we follow this path, it is clearly sub-optimal to use suction.
The way I intended my game to be played was that there would be 2 components. A PvE component (the animals) and a PvP compenent (the slimes). I created the 2 skills with the design philosophy that one is the PvP skill and the other would be the PvE skill. Pynocitosis is 100% useless against the wild animals while suction is very important against wild animals. You most likely aren't going to kill a bull without levels in suction. Actually, the only reason why you guys managed to kill the first 2 animals on the first turn was because you managed to roll 6's. If you didn't roll 6's then you guys would have then had to trap the animals in your gut until they eventually drowned. Of course while this was happening, the animal would be struggling to free itself and sometimes it's struggles would have quite brutal effects on the slime if the animal won too many contests, possibly killing it from the inside out.
Of course, there were hidden ways to speed up the death of the animals such as [REDACTED]
In your opinion, do you think I'm expecting too much out of my players to be creative like this. I created this game because I thought the theoretical abilities of slimes were not being shown in videogames and I wanted to create a game that would allow a slime to do everything anyone ever imagined a slime should be able to do.
Anyway, back on topic. The reason why your throwing attack did so little damage was because you threw a tiny rock at a creature with no vital organs. If you threw it at an animal, it would be quite likely to damage it quite a bit, maybe even one-shot it (not with the bear of course, those things can survive headshots from handguns, it just doesn't penetrate the skull). As someone who's seen first hand how powerful a thrown rock can be against a living creature, I can safely say that throwing a rock at something can be quite deadly. Of course, with slimes it's a different story. Since they have no brain, the only way to kill one would be to remove enough mass from it. In the best case scenario against a slime, you throw tiny rocks like a handgun firing bullets. You then penetrate the slime completely and any slime that gets caught on your rock gets removed from the enemy. Fantastic against creatures with vital organs, but weak against slimes since you aren't losing that much slime from a shot that penetrates cleanly. In this case, a sharp melee option like a sword or shovel would be ideal, next to a high pynocitosis stat of course. Obviously, I don't give the slimes themselves a sharp melee option since that would be useful against both slimes and animals thereby making it the obvious choice and having everything else be useless. The sharp melee options are in the environment around us. For example, we have a bear that is almost indestructible, and we have a slime made of the most toxic materials known to slime and bearkind alike. It's all about exploiting an enemies weaknesses.
-Third, these are things that I could consider interesting additions:
Size makes you lose less mass from normal attacks, but makes you more vulnerable to pinocytocis
Absrobing a slime via pinocytosis doens't instantly digest it. Instead, you get addded weight and become slowed until you digest it. This creates a risk/reward decision.