Improved fighting.

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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Leo Luncid
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Postby Leo Luncid » Thu Apr 13, 2006 2:53 am

I find yigit's idea excellent as well. Torture could also be played out of this; imagine being whipped 10 times a day while being slapped for near eternity in prison. :twisted:
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creepyguyinblack
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Postby creepyguyinblack » Thu Apr 13, 2006 3:13 am

The main problem that I see with this is that striking for less than 100% at anyone with a shield would be much less effective than a full strength attack. For instance, two strikes at 30% and one at 40%, while having a good chance of at least hitting once or twice, probably wouldn't get past their shield and thus be useless.

My suggestion would be to keep the current hitting system the same, but there could be an optional duel/battle mode that one could enter if both parties agree or select some button. While in this mode, each could select from a menu of "battle styles" or somesuch with varying effects upon attack, defence and accuracy, and once both people have made their selections, a round of combat is conducted, with each applying their chosen attacks. Then each can select another style and the battle would continue once both have made their choices, so as to help even out the number of attacks allowed to be made by consenting parties. This mode of course would end when one party dies or leaves the location.
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Oasis
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Postby Oasis » Thu Apr 13, 2006 4:15 am

The only way I see that working if a message somehow went immediately to the person you want to ask to fight that way. Otherwise, it has to be asked verbally, and that doesn't make any sense to discuss it first.

Sorry, I really like the less complicated version Yigit has proposed. No one has to choose to hit for less than 100. But it does open a wide door for more rp and hitting possibilities without giving anyone a disadvantage on the defensive side.
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Sho
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Postby Sho » Thu Apr 13, 2006 4:19 am

I believe shield blocking is proportional to the percentage effort put into the attack - if I attack you for 50%, your shield blocks for only half its effectiveness. If so, splitting an attack into many 10% jabs should not be significantly more or less effective (strategy, if any, excepted) than a single full-force slash.
Talapus
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Postby Talapus » Thu Apr 13, 2006 4:47 am

Sho wrote:I believe shield blocking is proportional to the percentage effort put into the attack - if I attack you for 50%, your shield blocks for only half its effectiveness. If so, splitting an attack into many 10% jabs should not be significantly more or less effective (strategy, if any, excepted) than a single full-force slash.


I also believe this to be the case.
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Oasis
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Postby Oasis » Thu Apr 13, 2006 4:52 am

If this is so, all the better. Having obstacles eliminated for the suggestions I like is always pleasing. :)
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Chris Johnson
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Postby Chris Johnson » Thu Apr 13, 2006 8:57 am

From a programming POV it will require a complete rewrite to the logging of violence - Currently its a simple method of recording an hit by one char on another and the time when it happened which is purged after a day has passed . The current check just needed to know if such a record existed.

With this suggestion we'll have to record each hit and the amount of force used as well as time, antagonist and victim. The check will have to sum all these. Purge routines would remain uneffected

There are also major changes we'd have to make to the skills gain - without going into details it's not just a case of making any gain proportional to force used - skill gain may have to be moved to the purge routines (i.e. skill for attacking any one char would be gained once a day has passed) as opposed to instantly after the hit (as now) .

Not straight forward but can be done

(but please don't ask for the same idea in hunting for a while :) )
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mtm21
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Postby mtm21 » Thu Apr 13, 2006 11:43 am

My suggestion would be to keep the current hitting system the same, but there could be an optional duel/battle mode that one could enter if both parties agree or select some button. While in this mode, each could select from a menu of "battle styles" or somesuch with varying effects upon attack, defence and accuracy, and once both people have made their selections, a round of combat is conducted, with each applying their chosen attacks. Then each can select another style and the battle would continue once both have made their choices, so as to help even out the number of attacks allowed to be made by consenting parties. This mode of course would end when one party dies or leaves the location.


I like this idea. This opens the possiblity of the old Roman empire fighting style. It will attact spectators to watch a fight. Some clans might have this as a fight to the death battles as an initiation. To see who is the champion! It would be fun to watch.
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MrPenguin589
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Postby MrPenguin589 » Wed Apr 19, 2006 11:12 pm

In any case, one should be able to attack and slap someone in the same day. As it is, I fear to slap someone as they could attack me, and then I couldn't hit back.
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Hellzon
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Postby Hellzon » Wed Apr 19, 2006 11:37 pm

MrPenguin589 wrote:In any case, one should be able to attack and slap someone in the same day. As it is, I fear to slap someone as they could attack me, and then I couldn't hit back.

On the other hand, someone suggested that slapping would be a sign of friendship, for just that reason.

Just showing the other side of the coin...
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Agar
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Postby Agar » Wed Apr 19, 2006 11:49 pm

Someone once slapped an entire town, on purpose, to get an angry mob after him.

That was me, and it was great fun! :twisted: ... and one of the reasons we have a suicidal newspawn thread now ... :? :oops:
Reality was never my strong point.
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notsure
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Postby notsure » Thu Apr 20, 2006 1:11 am

And some people slap people in their sleep and shouldn't be penalized.

notsure :?
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CrashBlizz
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Postby CrashBlizz » Sat Apr 22, 2006 8:03 pm

Had a brief look and couldn't see it anywhere else.

Why can't we hit someone with two weapons at once?

People can fight with two swords or a sword and an axe or whatever.

It could work like the percentage way - you can attack up to 100% but only once. You can change the percentages for each weapon. Hit them 30% with a screwdriver and 70% with a rapier.

It would allow a lot more role playing when fighting.
*Jake brings the axe down hard throwing robert off guard and then quickly jabs a hidden knife into his ribs.*


It wouldn't work with bows though.
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Pie
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Postby Pie » Sat Apr 22, 2006 10:53 pm

Crossbows, maby...*He kills the first evil newspawn with a crosbow, pulls out another one, and kills another evil newspawn.*
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CrashBlizz
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Postby CrashBlizz » Sat Apr 22, 2006 11:10 pm

No because you need two hads for a crossbow, unless its a really small mini one.

Make it only for really small weapons if you have to. It'll mean more daggers and dirks being made.

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