- Jan 6, 2018
- 95
- 140
I mean, sure, but then you rarely grow. It'll be meaningless for a long time, as if you breed the basic goblin with a level 2/village b woman with 1 in a stat you have a possibility of backsliding to 0. And any .9/1.1 scaling is going to be meaningless until relatively late stages anyway. I'm not a fan of it.The main thing is diminishing returns. There's a few categories:
Actual cap. Trait gets bigger, but effected mechanic is limited.
Sex Time
Fetal growth time
Crit Chance
conception chance
Knockback resist
Soft cap (numbers get bigger, but nothing in the game can actually differentiate)
Damage
Crit multiplier
Leaving only health that can, uncapped, deliver some marginal effect, but even that effect ultimately gets very small.
Development wise, what might be better overall is passing down averages plus or minus a fixed value/percent rather than sums. Spit balling pseudocode, something like round((.9+.2*rand())*($mom.trait+$dad.trait)/2) + randint(-1,1). That's an average, scaled between .9 and 1.1, rounded, then possibly increased or decreased by 1. That should keep breeding meaningful for much longer.
And honestly, we shouldn't be coding for min-max breeders anyway. Three-fold issues:
1) Not everyone is going to min-max. Or want to. There are many who just want to have fun making super gob.
2) Other constraints can be put into place to cater difficulty.
3) Those that want harder challenges can self-implement, or get something to make that formula for themselves.