Starting bonus/malus

EMPTY SHELL: PROLOGUE

EMPTY SHELL: PROLOGUE will throw you in a dark industrial environment, a secret facility on a japanese island. Each volunteer has signed a contract for a "recovery operation" without being privy to too many details. A tense roguelite survival horror with a top down perspective.

Hi everyone! I'm testing some new [b]starting bonus/malus[/b] values for the volunteers. Based on [b]age and height[/b], voluteers will have little starting bonus/malus for [b]health[/b] (and max health), [b]max armor[/b], [b]melee damage[/b] and [b]stamina amount[/b]. Essentially, the older the volunteer the lower the health (and max health) but the higher the max armor value (kind of due to more life experience). Melee damage use a linear curve for the height (the taller the stronger) but is also affected by a custom curve for the age (where a volunteer in his/her late 20s/early 30s is stronger than younger and older volunteers). [b]Stamina, on the other side, can only have a small bonus but not a malus[/b] (to respect the balancing in fights that has been tested for months). In this case, the younger the better, BUT, shorther volunteers will have more stamina than taller volunteers (it's a mix of the two attributes, age and height). [b]This values are not gonna change the gameplay dramatically[/b], but i think they'll give a little more personality to each volunteer: we are talking about, for example, a 12% range for health (so +-6%, i.e. [b]you could start from 94HP up to 106HP[/b]). [b]Even if you catch the worst case scenario, things are still up to strategy and fight skills.[/b] What do you think about it?