I’m developing a turn-based combat system for an RPG. It’s a little different to your standard RPG though. The idea being, the faster the player solves the problem they are presented with each time it's their turn to attack, the stronger their attack is. I have come up with a very simple formula for this and have gone through examples at different levels to test scalability and it seems OK.
I just wanted to show the experts here and see if anyone could spot any issues with this formula for scalability or anything else I haven’t thought of. I also did some research online but couldn’t see examples of a similar model, though I did find more typical examples of damage calculating formulas.
For the game I am making, the input for the damage done is based on 2 things: there will be 20 seconds to answer a question, so the time taken to answer it is one factor; and, the level of the player. All decimal answers to this formula are rounded up to determine the damage and if you go over the time you miss your attack. The formula looks like this:
Damage = (20 - time taken) x level
Level in this will be counted through decimal points. Here are some examples:
Level 1: we would input 1.1 into the formula
Level 5: 1.5
Level 10: 2
Level 13: 2.3
Level 37: 4.7 ….etc.
Examples
If a player takes 8 seconds to answer the question and is level five, the formula works like this:
(20 - 8) x 1.5 = 18
The character would inflict 18hp damage.
If they were level 10 and answered in 12 seconds:
(20 - 12) x 2 = 16
The character would inflict 12hp damage.
If the player were level 29 and answered in 17 seconds:
(20 - 17) x 3.9 = 11.7 = 12
The character would inflict 12hp damage.
What do you all think? Any feedback is very welcome. Thank you for reading.