I'm building a space RPG. In the game, there will be many factors that modify the preformance of diffrent items.
For example, a fighter's thrust vale is 10 by default, but this can be changed. If the pilot's flight skill level is high, the pilot turns the thruster preformance, giving it a 50% boost. If if a thrust booster item is added to the ship, the thrusters power is increased by 2. If the thruster get damaged, it's base preformance is reduced by percentage of it's health (so a thruster with only 20% of its health left would work at 20% of the base thruster power). There are even freeform attributes. The thruster be given the "sabatoged" attribute, so when it is used, it has a chance of exploding.
The list goes on and on. My question is, what would be the best way to create a system that allows for many effects and values, while still retaining speed of operation and ease of programming.
Thanks for your time.
For example, a fighter's thrust vale is 10 by default, but this can be changed. If the pilot's flight skill level is high, the pilot turns the thruster preformance, giving it a 50% boost. If if a thrust booster item is added to the ship, the thrusters power is increased by 2. If the thruster get damaged, it's base preformance is reduced by percentage of it's health (so a thruster with only 20% of its health left would work at 20% of the base thruster power). There are even freeform attributes. The thruster be given the "sabatoged" attribute, so when it is used, it has a chance of exploding.
The list goes on and on. My question is, what would be the best way to create a system that allows for many effects and values, while still retaining speed of operation and ease of programming.
Thanks for your time.