Improved fighting.
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- Leo Luncid
- Posts: 970
- Joined: Mon Aug 29, 2005 5:40 am
- Location: Washington, USA
- creepyguyinblack
- Posts: 680
- Joined: Mon Jul 14, 2003 9:05 pm
- Location: Seattle, WA
- Contact:
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.
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.
“We are beginning to see intimations of this in the implantation of computer devices into the human body.”
Ray Kurzweil quotes
Ray Kurzweil quotes
- Oasis
- Posts: 4566
- Joined: Tue Aug 19, 2003 5:30 am
- Location: Ontario, Canada
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.
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.
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 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
- Posts: 1452
- Joined: Thu Jun 02, 2005 9:05 pm
- Location: Montana
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.
- Oasis
- Posts: 4566
- Joined: Tue Aug 19, 2003 5:30 am
- Location: Ontario, Canada
- Chris Johnson
- Posts: 2903
- Joined: Wed Dec 01, 2004 3:26 pm
- Location: East Sussex, United Kingdom
- Contact:
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
)
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
- mtm21
- Posts: 474
- Joined: Sat Feb 18, 2006 8:24 am
- Location: Australia
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.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.
- MrPenguin589
- Posts: 391
- Joined: Sun Sep 04, 2005 11:07 am
- Location: Newport Beach, CA
- Contact:
- Hellzon
- Posts: 437
- Joined: Mon Dec 12, 2005 11:35 pm
- Location: Sweden, 12 points
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...
[21:35] Sunni: no peeing on people in chat!
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
- notsure
- Posts: 1062
- Joined: Mon Dec 19, 2005 5:54 pm
- CrashBlizz
- Posts: 574
- Joined: Tue Oct 25, 2005 1:41 am
- Location: China
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.
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.
- Pie
- Posts: 3256
- Joined: Sun Jun 19, 2005 3:30 am
- Location: the headquarters of P.I.E.
- CrashBlizz
- Posts: 574
- Joined: Tue Oct 25, 2005 1:41 am
- Location: China
Who is online
Users browsing this forum: No registered users and 1 guest

