Toward a Satisfying, Asynchronous Combat System?
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Good point, the fancy expansions to the way the "clash" is resolved (everything I said about the three gears, weapons, shields having different effects) should probably be a separate suggestion and discussion. For this one, might be best to focus on using what we have and just introducing the "clash" itself and the no-more-instadeath policy!
- Dudel
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Piscator wrote:As for unintentional retaliations, a checkbox and a minimum damage, below which no retaliation occurs (if someone smacks you with a pillow, you might not want to retaliate, even though you're not a pacifist), should take care of most problems.
What if your character IS a pacifist? I'd be REALLY PISSED if my strictly nonviolent character auto attacked and broke RP because of a pooy mechanic.
I'm not a fan of auto retaliation or auto anything as it takes away the "no NPC" feel of Cantr and makes the game feel like it's playing for me.
HOWEVER I don't mind something turn based in some manner but that leaves characters open for others to smack around and I honestly think it'll "hinder" the "badies" that Cog... wishes to not hinder.
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I think this discussion is reaching its outcome actually. The problem is sleepers not defending, and the compromised answer is a delay in attack, pending on retailation, or a day whichever comes first - solving sleeper problems, issues of control and reducing strike and run tactics, but in a middle ground sort of way.....
I am happy with this idea, it solves much of the issues. There will still be strike and run tactics, but much less.
Of course dragging is still and issue, but that can be reduced with tiredness or similar.
Additional thoughts:
1) Perhaps an auto-undraggable chance so that not everyone can be dragged at a certain time (would pass quickly), or can randomly require lots of people to drag??? Still fond of this idea myself.
2) and also how about an alternative defence project, similar to that discussed in the other thread - where one can add to your block chance, or someone elses with an active project. An active project that adds to block, either yours or someone elses could be great addition. Perhaps that should stay in the other thread though.
Not sure either of those ideas is fleshed out, but the main idea of waiting a little for a response seems to be more or less the best solution offered.
Anyone agree or disagree?
I am happy with this idea, it solves much of the issues. There will still be strike and run tactics, but much less.
Of course dragging is still and issue, but that can be reduced with tiredness or similar.
Additional thoughts:
1) Perhaps an auto-undraggable chance so that not everyone can be dragged at a certain time (would pass quickly), or can randomly require lots of people to drag??? Still fond of this idea myself.
2) and also how about an alternative defence project, similar to that discussed in the other thread - where one can add to your block chance, or someone elses with an active project. An active project that adds to block, either yours or someone elses could be great addition. Perhaps that should stay in the other thread though.
Not sure either of those ideas is fleshed out, but the main idea of waiting a little for a response seems to be more or less the best solution offered.
Anyone agree or disagree?
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- Piscator
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Yeah, there seems to have been a mix up.
I guess there's one basic question that needs to be answered before all others. Would we prefer
a) to introduce automatisms to take care of our chars while we're not online (auto-retaliate, auto-eating of healing food etc.)
or
b) to slow down combat in order to give the player the chance to make their decisions themself.
I think b) would be more suitable for this type of game as interaction between characters is seen by many as the core aspect of the game. On the other hand, automation of character behaviour is not new, although it has only been used for very basic actions (working, feeding) so far.
I guess there's one basic question that needs to be answered before all others. Would we prefer
a) to introduce automatisms to take care of our chars while we're not online (auto-retaliate, auto-eating of healing food etc.)
or
b) to slow down combat in order to give the player the chance to make their decisions themself.
I think b) would be more suitable for this type of game as interaction between characters is seen by many as the core aspect of the game. On the other hand, automation of character behaviour is not new, although it has only been used for very basic actions (working, feeding) so far.
Pretty in pink.
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- Piscator
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