Defense.

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Rossato
Posts: 519
Joined: Sun May 06, 2007 2:10 pm

Postby Rossato » Thu Jan 31, 2008 12:57 am

Tangential wrote:
Rossato wrote:Not 50%, but proportional to the attacker's fighting skill (not strength).


Why not also take into consideration strength? If the attacker is strong, the attack should possibly penetrate the "human shield".

Also, if bodyguarding would be made into a project, would there be a skill associated with it? Would being a guard for a long time increase fighting skill?


Because penetrating the shield should be affected by the weapon, which would be very hard to code. And a strong and awkward fighter should not have a high chance to get through the shield.

Maybe a skill would be nice, but i don't know the effects on coding and adapting that it would have.

Ah, a great idea: stealth weapons (weapons that can't be seen when you are carrying one) should have a higher chance to get through the shield, or non-stealth should have a very little chance. Let's say, if you are a bodyguard, and you see a man with a claymore coming towards you and your protected boss, it'd be hard to get past you. Specially if you are payed to give your life to protect him.

And yes, there must be a limit on number of bodyguards. It may be done this way:

One person is like a machine: you can start a "bodyguard" project, with "fixed amount", i.e., it has a fixed duration.

Only one project is allowed per machine, so when someone is protecting other, you can only join him, not create another bodyguard project.

The number of bodyguards cannot change the time of the project (like, with 3 bodyguards, the protection times is 3 times lesser).

And, like any other project, limited participants (maybe 3 or 4).


Problems I see in implementation: what happens if the guarded move away from the room or city? The guards go with him? And if he tries to enter a room without enough space to him AND all his bodyguards? He enters alone, or cannot enter?

I like the idea of the guarded kept away from moving between rooms without his bodyguard, because it allows a "negative" bodyguard: the one that watch a prisoner, follows him any where he goes, etc. He would be take the blow if someones attack the prisoner anyway, but this can open another jobs and RP chances.
Não vai dar tempo!!
toon
Posts: 948
Joined: Wed Nov 07, 2007 11:00 pm

Postby toon » Thu Jan 31, 2008 11:37 pm

Well strength in a way should have a littel to do with it. If you charge someone aqnd the put up their shield in defence, there is a chance you could knock them over depending on how strong you are.

Also... There should be maximum of 4 people gaurding someone.
1 gaurd: 50% chance of blocking attack.
2 gaurds: 60% chance of blocking attack.
3 gaurds: 70% chance of blocking attack.
4 gaurds: 80% chance of bolching attack.

If a person being gaurded enters a room without enough space, the person should be able to go in without the gaurds, but the gaurds should be notified as he leaves.

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