The only time that max level comes into play is with scaling. And assuming that most people wouldn't want to completely disable OOC regen at max level, if you raise your level cap, just raise the scaling rate as well to compensate for the difference.
If you were concerned with having the same OOC regen rates for levels even if your max level changes, all you have to do is adjust the scaling to match your new max level.
So, say your max level is 50, your scaling is currently set to 50%, and your OOC Regen is set to 20%. In this case, a level 1 would take exactly 30 seconds to regen from 0 to 100%, a level 25 would take exactly 45 seconds to regen from 0 to 100% and a level 50 would take exactly 1 minute to regen from 0 to 100. Now, say you upped your max level to 75, then you would just need to lower your scaling to compensate for that.
It sounds like all you want to do is add an extra OOC regen bonus based solely on level. Maybe characters get + 1 regen per level. So, level 10 would get +10 and level 50 would get +50 and so on. Or maybe it scales it so that it is diminishing returns the higher level you get so that it isn't a steady increase. Basically, this could be done by making OOC versions of HPRegenMultiplier and ManaRegenMultiplier. But, by doing it this way, people with more mana and hps will have to wait longer than people with less. And in order to make the OOC even work like it should, which IMO means it recovers much quicker than normal regen, you would have to set your OOC regen multiplier to be pretty high. And then you would have Items, AAs, Buffs etc all making that system a bit of a nightmare if they factored in. The multiplier could be done before those checks happen, which would avoid that. Either way, it seems like if you wanted a balanced perfectly scaling custom system, you would need to just build the whole thing manually in the source code.
If you or someone wants to write the code to do it exactly the way you want it, then feel free. But, I just don't think there would really be enough of a reason to use it over the one I just made :P And keep in mind that the more rules and math we add in to common checks, the more load it puts on the server. Customizing is good, but efficiency is also go. There needs to be a balance of what is worth doing and what is not.
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