Armour and weapons

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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Solfius
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Postby Solfius » Wed Jul 23, 2003 5:54 pm

Pirog wrote:With critical hits even a blow from an unarmed man could do a couple of damage points...thus a whole village could finally take care of a single bandit with a shield if the cooperate.


Critical hits? are you suggesting them, because as far as I'm aware they don't exist in game.
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Pirog
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Postby Pirog » Wed Jul 23, 2003 5:55 pm

Hehe, yes I dropped the advice a bit up in this topic...
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Solfius
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Postby Solfius » Wed Jul 23, 2003 6:12 pm

don't follow, but for now I don't think critical hits are a good idea. First have some kind of random hit and damage implemented
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Postby Meh » Wed Jul 23, 2003 7:18 pm

DYip16 wrote:I guess turn-based combat causes a problem... The fact that 8 people with bear fists can't do any damage to one person, even though in real life they'd be able to take down the person at the very least, kinda bothered me...


And extension to the "drag" functions?

"mob"
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Solfius
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Postby Solfius » Sat Aug 02, 2003 1:58 pm

If combat were turn based, and you did an eigth of the current damage per turn (which amounts to the same amount over all, just more evenly spread out). It would be better as it would represent 2 people fighting trying to land blows on each other, which would stop them from completing other projects. Also, when skills are introduced I think it would be easier to apply experiance, from a game mechanic point of view, if combat was a project like most other things.

It would make the game more consistent. Balance it as well, no more groups of 5 crossbow wielding characters walking in and slaugtaring the population.
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Rob Maule
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Postby Rob Maule » Sat Aug 02, 2003 2:12 pm

If you only want to use a small amount of force, what's an eighth of 1%? You just can't go around hitting people in increments of eight: 0, 8, 16, 24, 32, 40, etc. It would interfere with different weapon damage and shield blocking already established.

Plus you'd be able to run away or get a shield in the middle of an attack. No one would get hurt.
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Solfius
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Postby Solfius » Sat Aug 02, 2003 2:27 pm

to maintain proportional damage, if you wanted turn based combat then the current damage values would need to be divided by 8 to get the amount per turn. We can fiddle them to make them interger values if prefered.

You wouldn't be able to run away or pick up something in a combat project, as you would be focussed on avoiding your opponents blows.

A combat project would lock you in it, except for tryin to escape, like trying to break a lock, While trying to break form combat you wouldn't fight back.
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Postby Meh » Thu Aug 28, 2003 3:28 am

David Goodwin wrote:
DYip16 wrote:I guess turn-based combat causes a problem... The fact that 8 people with bear fists can't do any damage to one person, even though in real life they'd be able to take down the person at the very least, kinda bothered me...


And extension to the "drag" functions?

"mob"


A complaint about certain goverments got me to thinking.

The only way I can think now for a peasant revolution to happen in a town is if one person gets a key to a locked building that the goverment doesn't have a copy of and then drags the goverment into that building. But you only have until one of them starts using a crowbar to celebrate.

Maybe the "mob" function would work like this...

Not lethal...

If two or three times the amount of people needed for a drag "mob" someone then the "mobbers" randomly get a non-note non-resource item even if it winds up being a trowel. This can be repeated as many times as dragging can. The result would be announed like dragging. The only way to tell if someone is in a "pre-mob" mode is if they look idle. Just as with dragging. And afterward it wouldn't show who was invloved in the mobbing just like in dragging.

The reason why I left off resources is because that would be more of a "mug" function that I'm not in favor of.
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Solfius
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Postby Solfius » Thu Aug 28, 2003 9:42 am

David Goodwin wrote:
The reason why I left off resources is because that would be more of a "mug" function that I'm not in favor of.


Why aren't you in favour of a mug function? I think a mug function, and the ability to render people unconcious would be valuable additions to the game.
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Pirog
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Postby Pirog » Thu Aug 28, 2003 1:42 pm

Solfius>

Yeah, I agree.

Mugging would be a very cool feature...it would open up ways for a whole lot of interesting scenarios.
(Like stealing the key from the guard and releasing your friend from jail)

It would also be great to be able to knock people unconcious.
This way even an unarmed man has a chance to beat a superior fighter...although the odds would be very little.
Every weapon could have a "knock out" value, where billy clubs maces, warhammers and so on would have a higher value than bows or sabres.

An player wouldn't be able to access his unconcious character until he woke up, and during that time mugging and dragging would be possible for others, with high chance of success.

How about it? :)
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Postby Meh » Thu Aug 28, 2003 1:53 pm

Don't know how fun would be to get hit and have your stuff taken if your just someone with some food.
But maybe that would encourage home building and encourage jailing over death for some places.

Object: Sap {basically a tiny bag of sand}

Days needed: 1
Raw materials needed: 100 grams of sand
100 grams of animal hide
Tools needed: {none}

Damage: 1%
Knockout precentage: Very High
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Solfius
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Postby Solfius » Thu Aug 28, 2003 1:55 pm

Is it fun to be knocked out and have your stuff taken in Real Life?
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Pirog
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Postby Pirog » Thu Aug 28, 2003 6:05 pm

Precisely, wheter or not it is fun is really out of the question... :)

And I think that the possibility of losing your stuff will lower the violence rate in the game...especially from those who singel handedly attack small villages because they know that noone there can hurt them.
That isn't very realistic...or funny for the people living there.

Even well armed people can thus be brought down, making piracy and thievery a very risky business...
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Postby Meh » Thu Aug 28, 2003 7:22 pm

Let me put it another way.

Priates with weapons victimizing small towns may go down.

However newborns in well guarded towns would be more apt and more sucessful at stealing. Espically if an individual cold deliver a knock out blow.

I think the net result of this is more crime. Less lethal but more crime nonetheless.
swymir
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Postby swymir » Thu Aug 28, 2003 7:30 pm

I think newborn people should not be able to take stuff off the ground or hit people for a certain amount of time. I remember not being able to hit people when I started did this change? That way stupid note theives can't keep remaking their characters until they are in the same area.

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