Otherside wrote:This is something I have a lot of ideas about... For example:
Arrows:
viewtopic.php?f=90&t=25902Dragging Reform:
viewtopic.php?f=90&t=26225Stealth:
viewtopic.php?f=90&t=26202But I'll start with the questions, briefly:
What do you want to accomplish by changing the combat system (or, don't you want to change it?)I want a balanced system that is hard to abuse, and therefore leaves players feeling like they at least had a fair chance of survival, in all cases.
- What do you consider wrong, in the current system?Due to time zones etc. Players can disappear in seconds without any chance of survival whatsoever.
- Do you want it more realistic?Yes.
- Would you like a difference between ranged and melee weapons, a different hit/miss system, etc.?Possibly.
- Would you like the system to be slower or quicker?Neither, just balanced.
- How do you feel about the current dragging system?It should not be hidden, dragging should be visible, join-able projects, as per my above suggestion.
- Is there anything else I forgot? (probably, and I hope so)Yes... How about this....
Dragging becomes a
visible project as per my suggestion, it did get the majority vote... Unless
STEALTH is applied before hand. This gives a chance that the action is hidden... Realistic.
And, let me propose one more option.
GUARD. When guarded, a character will attack the next character that drags them, or attacks them or anyone in their vicinity. This gives the profession of Guard much more use, and those Guarded, should use 2.5% Tiredness per tick. (Discuss). This will also force the need of effective guard rotation... or Guard mode application.
No armed to the teeth behemoth of a character will go without a fight, and this emulates that.
Also, back to stealth. This should amplify the damage from daggers/concealed weaponry and bows. This allows the roles of sniper, and ranged guard. When used alongside stealth, guarded characters could get an effective +80% damage (Discuss) with a ranged or concealed weapon. Think about it... If properly guarded, a kidnap attempt could go hideously wrong with a couple of well aimed arrows.... or waking up and sticking a dagger in the attackers side... as per real life.
Edit: Once Guard mode has been triggered it is broken... Imagine a team of fighters, all guarded, facing each other. When one attacks, he/she will get hell... this will cause stalemates and the strategic sacrifice of a pawn, as with real battles. Then let the war commence...

This. Guarding and stealth are the main things I want, and a better dragging system. I agree with Snickie, it's ridiculous that dragging takes so long, that you can't lead animals, that you can carry 15 kg but you can't drag that. As Otherside said, dragging should be visible, but it can be hidden with a stealth option as long as you have the skill.
I also think, if Stealth is a skill, it should be granted to expert fighters, but only for those from average strength down. There would be nothing more OP than the huge monster man wielding a battle axe, sneaking in without anyone seeing him. This would mean that a team of fighters is necessary, brute strength and subtle precision.
I also agree that stealth based weapons like daggers, bows and short swords, should also gain a tactical advantage if in stealth mode, and have a higher chance of getting past a shield. This is the whole point of stealthing anyways, getting past your enemies defense, killing them without them being aware. But, there should be a failure/success rate, as a poorly skilled assassin is bound to slip up.
In terms of guarding, I agree 100%. And if people can be grouped, it would be even better, so guards don't only defend themselves, they defend their fellow guards. It can take 2.5% tiredness on each tick, till the guard will have to go off to rest and be replaced by the next guard on duty. Guards with ranged weapons and the stealth skill should be able to attack with more precision with their bows and crossbows.
But this does lead to one problem. If this is put in place, players will know not to attack the guards, and go for the townsfolk first. So, to counter this, I think the guarding system should tie in with the location, and that there should be a difference between sparring and attacking. So the guards will guard a location as well as themselves, and if anyone gets attacked within the location, the guards will automatically attack. The only problem I can see with this is that if people accidentally attack someone with a weapon, they'll get attacked by the guards. But if we implement the other suggestions, like having weapons equipped and you can only attack with them once you've drawn them, which would be visible to everyone, it would mean less people attack others by mistake, because of the steps required. Guards of course, while guarding, will always have their weapons drawn, so they can attack instantly.
I won't answer the questions because essentially I agree with Otherside. Refer to his answers above. Not sure about his last edit though. xD I don't think attackers should be able to go into guard mode, because then essentially they would be attacked for attacking their targets in the location. But I do agree that once a guard attacks, they should go out of Guard mode.