Fighting projects
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- Arenti
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Fighting projects
This post wasn't clear so the next post of mine has the idea.
Last edited by Arenti on Mon Jul 19, 2010 7:58 pm, edited 1 time in total.
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Re: Fighting projects
I don't understand the suggestion (hard to read when in one bulk paragraph) in regards to what it will fix. Also, it seems a little unrealistic.
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- Arenti
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Re: Fighting projects
It will fix that people are not caught offline and getting killed in a few minutes by a quick attack of many people. This will make it slow as in the rest of the game. And no not necessarily much slower as now as it still is possible to kill someone in one day with this. But it will give the defender a chance to react and to actually defend.
So imagine a pirate ship docking to town and the harbor unlocked. Normally it might be over in a few minutes and leaving the defenders no chance to actually defend. Now with what I suggest: Pirates enter town and attack now a project will be started of fighting, an one hour project. So you can assume they are fighting. And it will give the player of the defending char to actually defend.
Also this fight is between two people, no ganging up on one person, when the project is finished damage is calculated(to both chars). And if either an attacker or a defender is awake to take the place the fight can continue. Of course still only one attack on the same person a day.
To avoid not having healing food at the moment the attack happens and having to go inside. You can during the fight project take the option if getting inside after the fight to get healing food or just hide inside.
When getting attacked the defender will use the strongest weapon he/she is holding. But to avoid that happening with training. Training should be done with another option so the strongest weapon won't be used in that.
I hope I didn't miss anything but I have the feeling I did. Anyway I believe this will balance fighting at least better than now. As we all know defenders have no real chance when attacked by pirates or other groups.
So imagine a pirate ship docking to town and the harbor unlocked. Normally it might be over in a few minutes and leaving the defenders no chance to actually defend. Now with what I suggest: Pirates enter town and attack now a project will be started of fighting, an one hour project. So you can assume they are fighting. And it will give the player of the defending char to actually defend.
Also this fight is between two people, no ganging up on one person, when the project is finished damage is calculated(to both chars). And if either an attacker or a defender is awake to take the place the fight can continue. Of course still only one attack on the same person a day.
To avoid not having healing food at the moment the attack happens and having to go inside. You can during the fight project take the option if getting inside after the fight to get healing food or just hide inside.
When getting attacked the defender will use the strongest weapon he/she is holding. But to avoid that happening with training. Training should be done with another option so the strongest weapon won't be used in that.
I hope I didn't miss anything but I have the feeling I did. Anyway I believe this will balance fighting at least better than now. As we all know defenders have no real chance when attacked by pirates or other groups.
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- Arenti
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Re: Fighting projects
Oh and to avoid getting caught in a fight project when your char is already very wounded it should be possible to escape from the fight. But it should have to take into consideration how tired you are and of course luck as it shouldn't be possible to get out of a fight all the time.
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- Piscator
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Re: Fighting projects
Similar things have been dicussed for example here:
viewtopic.php?f=2&t=18780&start=60
I don't like this suggestion for two reasons.
Firstly, making fighting an one hour project doesn't make much sense if you can attack a person only once a day anyway. Beside that, one game hour is practically nothing, if you consider that people usually work and sleep for about three hours each. Also, if the attacker could only attack one person per hour, this would be terribly inconvenient for the same reason.
Secondly, introducing a kind of auto-retaliation is taking the worst parts of the two major approaches (combat automation and "slow motion") and would be completely unnecessary if the first idea would be able to work properly.
viewtopic.php?f=2&t=18780&start=60
I don't like this suggestion for two reasons.
Firstly, making fighting an one hour project doesn't make much sense if you can attack a person only once a day anyway. Beside that, one game hour is practically nothing, if you consider that people usually work and sleep for about three hours each. Also, if the attacker could only attack one person per hour, this would be terribly inconvenient for the same reason.
Secondly, introducing a kind of auto-retaliation is taking the worst parts of the two major approaches (combat automation and "slow motion") and would be completely unnecessary if the first idea would be able to work properly.
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- MikeH
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Re: Fighting projects
Piscator wrote:Similar things have been dicussed for example here:
viewtopic.php?f=2&t=18780&start=60
I don't like this suggestion for two reasons.
Firstly, making fighting an one hour project doesn't make much sense if you can attack a person only once a day anyway. Beside that, one game hour is practically nothing, if you consider that people usually work and sleep for about three hours each. Also, if the attacker could only attack one person per hour, this would be terribly inconvenient for the same reason.
Secondly, introducing a kind of auto-retaliation is taking the worst parts of the two major approaches (combat automation and "slow motion") and would be completely unnecessary if the first idea would be able to work properly.
I'm sympathetic to the general idea, though, but implementation, not so sure. I have to admit that the number of characters I've had meet unfortunate ends simply because I was offline at the wrong time is frustrating. And the fighting/dragging attacks always struck me as wildly unrealistic and unfair.
- Arenti
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Re: Fighting projects
Piscator wrote:Similar things have been dicussed for example here:
viewtopic.php?f=2&t=18780&start=60
I don't like this suggestion for two reasons.
Firstly, making fighting an one hour project doesn't make much sense if you can attack a person only once a day anyway. Beside that, one game hour is practically nothing, if you consider that people usually work and sleep for about three hours each. Also, if the attacker could only attack one person per hour, this would be terribly inconvenient for the same reason.
Secondly, introducing a kind of auto-retaliation is taking the worst parts of the two major approaches (combat automation and "slow motion") and would be completely unnecessary if the first idea would be able to work properly.
You can make the project last longer. But my point is that everything in cantr takes long. It doesn't make sense that fighting a pretty important is instantly and giving the defender hardly or no time at all the react. And one hour project is because there more people possible to fight. And I don't want to make it a very long wait for the attacker.
The point of the fight project is that both fight. Both get tired and both get wounded. It has nothing much to do with auto retaliate but with a fight. As I never saw anywhere else that someone would just let himself be hit and so the attacker can leave quickly again. This will stop the attackers from coming into town quickly striking and leaving again.
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- Piscator
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Re: Fighting projects
I agree with the general problem, but I think there are more thought-through ideas in the other thread.
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- Arenti
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Re: Fighting projects
I did think about it. At least 15 minutes!
Anyway I still think it's a good idea.

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