Start Fight

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

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

User avatar
El_Skwidd
Posts: 628
Joined: Mon Jun 28, 2004 10:07 pm
Location: Pittsburgh, PA

Start Fight

Postby El_Skwidd » Sat Aug 05, 2006 6:15 am

El_Skwidd wrote:
The Sociologist wrote:FIX THE GODDAMN COMBAT SYSTEM!


Something I've always thought would work is instead of the bashing system we've got now, replace the hit button with a "Start Fight" button.

I guess the fight could work like a project, where every hour something happens. You could score a hit, or miss. If you score a hit, your opponent has a chance to parry or to block with a shield, depending on his equipment.

Now, let's say you've got two on one. The second guy to join the fight has to pick which person to help, and then he fights alongside whoever he picks. Also, people with bows might be allowed to shoot their arrows freely at people in fights as a benefit of having a ranged weapon.

Each combatant loses tiredness for swinging their weapon and for any blocks or parries they execute.

This fixes a lot of weird things... like the ability to participate in a raging battle while cooking popcorn or repairing a screwdriver or something stupid like that. And you can't start a fight with yourself.

This should probably be in a different thread... but what to do you think? It's a lot of code, but maybe it'll work.


Just thought I'd put this up where it can get a better review.
Cdls wrote:Explaining Cantr to a newb would be like explaining sex to a virgin.


Let the world hear these words once more:
Save us, oh Lord, from the wrath of the Norsemen!
User avatar
Solutions Maximus
Posts: 300
Joined: Tue Jul 12, 2005 5:18 am
Location: . . . . O .. . . the solar system

Postby Solutions Maximus » Sat Aug 05, 2006 7:21 am

It's pretty interesting. This would keep charries from getting bashed to death as the player is away. If anyone is getting attacked in real life, they'll respond. I think it would be cool if we got a few more combat options to, that we could select before hand for when our charrie gets attacked.

To explain: We could have a defensive mode, where the charrie puts more effort into Blocking or dodging blows, instead of attacking. And when the attacker stops, your charrie would stop too. Offensive; your charrie will try to hit the person that attacked you, and will not stop fighting even if an attacking charrie stops. Neutral; your character will split effort between dodging, blocking, and returning attacks.

Might be interesting.
"Turn on, tune in, and drop out."
pur
Posts: 23
Joined: Wed Jul 05, 2006 1:00 pm

Postby pur » Sat Aug 05, 2006 10:05 am

But if it's a project, it is possible that more people participate in it. An chosen side screen, would require more new stuff to it.
User avatar
Crosshair
Posts: 1255
Joined: Sat Feb 05, 2005 9:05 pm
Location: Brighton, UK.

Postby Crosshair » Sat Aug 05, 2006 10:51 am

I think Westerly's signature applies to this...
[url=http://dragcave.net/view/tvkg][img]http://dragcave.net/image/tvkg.gif[/img][/url]

[url=http://dragcave.net/view/RgKP][img]http://dragcave.net/image/RgKP.gif[/img][/url]
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Sat Aug 05, 2006 11:34 am

West's signature applies to every new feature, because there is no original design specification to refer to.
User avatar
BarbaricAvatar
Posts: 3489
Joined: Wed Mar 09, 2005 5:01 pm

Postby BarbaricAvatar » Sat Aug 05, 2006 3:11 pm

But some people might not want to fight, so it would have to depend on both parties starting a fight against each other.

It's already plain to see that people leave the game because of characters getting killed off. If fighting is made easier then fighting skills will have to be removed and the fight project given an option as to whether the receiver wants to partake or not.

I like the current system where if someone hits you then you still have the choice of hitting them back or running away without having to get involved in a lengthy fighting project.
(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.
User avatar
Pie
Posts: 3256
Joined: Sun Jun 19, 2005 3:30 am
Location: the headquarters of P.I.E.

Postby Pie » Sat Aug 05, 2006 3:26 pm

this has some good points... some not so good.

But what I have always found to be the problem is people running off the secon't you attack. and this basically fixes that. it would revolutionise the cantr fighting system. Also, this seems a bit.... mudlike. kill me if I'm rong, but it does. Maby It's just my inner surly coming out, but this seems muddy.(I'm just giving you a hard time surly :wink: )
Pnumerical Intuitiong Engyn
Paranormal Investigation Exorsism
Porcupine Interspecies Extra_poison
Pick In Enter

... The headquarters of P.I.E.!!!
User avatar
Solutions Maximus
Posts: 300
Joined: Tue Jul 12, 2005 5:18 am
Location: . . . . O .. . . the solar system

Postby Solutions Maximus » Sun Aug 06, 2006 1:43 am

Meh.

I would like, at least, to have a way to have an automated response, in case a player isn't there to take an appropriate response.

Just have an option like: Defend, or Run.

Select one of those, and, when you're attacked, your character automatically responds in that way.
"Turn on, tune in, and drop out."
Zanthos
Posts: 1525
Joined: Tue Mar 22, 2005 3:08 am
Location: US of A

Postby Zanthos » Sun Aug 06, 2006 5:24 am

well, you could always just check your characters every 3 hours like me.

trust me, this saved one of my character's lives and ended another's.
Person: Akamada doesnt control the animals.
You see a wild boar attack Person.
Person: I still dont believe you.

<Spill> Oh, I enjoy every sperm to the fullest.
User avatar
Solutions Maximus
Posts: 300
Joined: Tue Jul 12, 2005 5:18 am
Location: . . . . O .. . . the solar system

Postby Solutions Maximus » Sun Aug 06, 2006 6:50 am

Some people can't always do that. Some people can only check a few times a day.
"Turn on, tune in, and drop out."
User avatar
fishfin
Posts: 490
Joined: Mon Mar 20, 2006 12:38 pm
Location: Nanning, China

Postby fishfin » Sun Aug 06, 2006 9:08 am

I don't like this idea, because what if you didn't want to fight back?
The following statement is not true.

The previous statement is not true.
pur
Posts: 23
Joined: Wed Jul 05, 2006 1:00 pm

Postby pur » Sun Aug 06, 2006 10:23 am

The not being able to fight back , is kind of an unground reason though.
Since you can only punch once a day.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Sun Aug 06, 2006 10:38 am

I think that by default, if you are attacked you are in defence or evasion mode, which makes you harder to hit. That solves automated response issues.

When you realise you are being attacked you can choose to either attack back with a weapon and power of your choice (power up to 100% as now) or you can choose to run away. When attempting to run away you choose somewhere to run to, like a road or a building or a vehicle, and then on the enxt turn it processes. Your attacked gets one last attack at you, and if they hit your escape attempt fails, but if they miss you run from combat to the location specified.

Only melee weapons are suited to this kinda of combat. Missile weapons should remain under the current system so that you can still fight on the road over distances.

This would also give meaningful differences to weapons rather than just the damage stat. Even if this difference is a simple missile vs melee I think it's a good thing. You would have to decide if you wanted to attack multiple people with a missile weapon and then run, making a raid, or engage one target in melee which would be harder to escape from.

We could also give different weapons different speeds, so smaller, faster weapons could attack a couple times a day, and larger weapons attacked less often but were more powerful.

If the combat system is redesigned, it is worth considering a paper scissor stones style system where some weapons work better against some but less well against others.
User avatar
Pie
Posts: 3256
Joined: Sun Jun 19, 2005 3:30 am
Location: the headquarters of P.I.E.

Postby Pie » Sun Aug 06, 2006 2:35 pm

I think we should change the fighting system, but not to much, becaus you don't want to change cantr do ya?*shudders at the thought*

I think it should still have the nice cantr like hit and run option, and of course it will depend on if anyone attacks the pesron wile they are running after they attacked someone. But I don't like this automated aproach. I think people should be able to do it manually after they get hit, but only up to a sertain time, then the other person may go free without having to roll the dice on if they attack you.

Ok, lets say that soemeone hits you. Than, up to an hour later you can try to either block, dodge, parry, or run. or you could choos to do nothing and take the hit.
Pnumerical Intuitiong Engyn

Paranormal Investigation Exorsism

Porcupine Interspecies Extra_poison

Pick In Enter



... The headquarters of P.I.E.!!!
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Sun Aug 06, 2006 5:16 pm

Could you explain?

The system I'm interested in is where you start a combat project, and then fighting takes place on the hour like the majority of activities in Cantr.

I'm not quite sure what you're suggesting.

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest