Ground Character Stats

Ground Character Stats

Your character has a number of stats that determine how well he/she is able to perform their skills, the secondary trees help increase these stats, there are six stats that affect performance. When you create your character you get to spend points between these stats to get you started and allow you to choose how you want to build your character, a number of starting templates will be available, but these are guidelines and you can change any value until you get something you’re pleased with. It might be possible for characters to learn a personal trainer skill that will allow them to reallocate these original points after character creation (much like IDs could do in SWG)

  • Dexterity – Decreases the cost of performing actions
  • Constitution – Increases the number of Hit Points you have (all characters start with the same amount, constitution is the only way to increase these, since the character has no level)
  • Agility – Increases the regeneration rate of the action pool
  • Stamina – Increases the number of Action Points you have
  • Intelligence – Increases the efficency of actions (extra damage, healing)
  • Perception – Decreases the time needed to perform actions and cool-down timers.

As you can see these stats all have a positive effect on your character, buffs and debuffs can affect any of these stats, note that changing the value of Constitution and Stamina will not instantly change the maximum HP or AP of your character rather it will change the value that it will recharge to, if you temperarily reduce HP you will retain your current HP however when you drop below your new level you will only recharge to the new value, the same applies to stamina and action.

Buffs and Debuffs

Buffs and Debuffs are temporary states that affect your character, buffs positively, debuffs negatively, in ATF all buffs and debuffs directly effect one of your six stats, for example Weaken will reduce your Constitution and hence your maximum HP for the duration of the debuff. Below are some more example Buffs (B) and Debuffs (D)

  • Alert (B) – Increases your perception allowing you to perform actions faster
  • Blind (D) – Decreases your perception slowing your actions
  • Stim (B) – Increases your constitution allowing you to have more health
  • Stun (D) – Decreases your Agility slowing your action regeneration reducing the number of actions you can perform
  • Concuss (D) – Decreases your Intelligence reducing the efficency of your actions
  • Boost (B) – Increases all stats, giving you a short term boost to everything.

Ranges and Values

Okay, so you probably want to know what sort of ranges we’re talking about for these stats, well until proper testing I can’t give definate answers, but here are some examples that might work.

Initial Pool:                                            30pts
Maximum Initial Stat:                              20pts
Base Value:                                           5pts
Maximum Increase via Main Tree:             20pts
Maximum Increase via Secondary Tree:    10pts
Maximum Stats Value before Buffs:         50pts
Maximum Stat Increase via Buff:             100%
Maximum Stat Value after Buff:              100pts

Health at 5pts:                                    1050HP
Health at 100pts:                                2000HP
Health per point:                                     50HP
Action at 5pts:                                      525AP
Action at 100pts:                                 1000AP
Action per point:                                     25AP

Recharge rate at 5pts:                              1pt/Second
Recharge rate at 100pts:                         20pt/Second
Recharge per point:                                 .2pt/Second

Cost reduction at 5pts:                            2.5%
Cost reduction at  100pts:                        50%
Cost reduction per point:                          .5%

Efficency increase at 5pts:                        1.25%
Efficency increase at 100pts:                     25%
Efficency increase per point:                        .25%

Speed increase at 5pts:                            1.25%
Speed increase at 100pts:                        25%
Speed increase per point:                         .25%

As you can see given the maximum stat value of 100 is that the maximum health is 2000HP and action is 1000AP, the maximum recharge rates are 20 each (action should finish recharging faster than health) and the maximum cost reduction is 50%, we dont want any SWG style 1HAM cost because our reductions get to almost 100%, note also that since we use percentages that cap at 50% we cannot use a weapon at less than 66% it’s speed and increase the efficency of an action beyond 125%, obviously there may need to be some balancing once the combat system is tested since some bonuses may be out of whack with others, but I feel this is a good starting point to work from.