Cantr Combat System

General out-of-character discussion among players of Cantr II.

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Nakranoth
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Postby Nakranoth » Thu Oct 12, 2006 2:44 am

Marian wrote:Also, I'm completely opposed to the idea of automatic counter attacks - it takes away from RP, and doesn't factor in things like whether a character even wants to fight back it that individual situation, or attack strength or practicing with wasters.


Which is why this would be a togelable option... and how is protecting yourself bad RP? Honestly, not fighting back makes less sense in most cases... fight or flight instincts are inherent in people.
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Marian
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Postby Marian » Thu Oct 12, 2006 3:03 am

Because maybe you would like to RP some kind of reaction to being attacked?

And my chars have been attacked plenty of times without my wanting to hit the other person back right away. A lot of times I prefer to try and talk with the person first, it's not like I'm in any real hurry to hit them back after all, what's the difference between two minutes and two hours when you've got an entire day?

But more importantly it depends on the individual situation. A suicidal newspawn is different from a newspawn that can be reasoned with is different from an armed pirate and all of those are different from a friend wanting to spar or a friend/acquaintence having a bout of the crazies, and any of them might hit you at any time. It would probably end up causing a lot more headaches and accidents then it's worth.
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Oasis
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Postby Oasis » Thu Oct 12, 2006 3:39 am

I completely agree with you, Marian. Automation does not belong in Cantr.
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Nakranoth
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Postby Nakranoth » Thu Oct 12, 2006 4:19 am

Well if you don't like it, then turn it off... but the second you get dragged into a cell and don't have the option to turn it back on, you'll wish otherwise.
*edit* Just as a side note, it sould probably be off as default.
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Sicofonte
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Postby Sicofonte » Thu Oct 12, 2006 11:56 am

Any kind of simulation environment has embeded some degree of automation.

Which reasons are there to avoid automation in Cantr?

Cantr has lots of mechanisms to balance the outlook of players that has different amounts of time to play (from people that can connect few minuts from time to time to others that can be in front of the screen 24/7):
- Avoid fast attacks (one each 24 hours).
- Long-term projects (a char can be working for months without any player interference).
- Generally slow paced game (it is obvious).

To further balance the combat system, some more automation mechanisms (specialy in defense) would be good for a lot of players.

How could it disturb other players? Further on the added difficulty for killing asleep chars.
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Sicofonte
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Postby Sicofonte » Thu Oct 12, 2006 12:10 pm

Marian wrote:Because maybe you would like to RP some kind of reaction to being attacked?

And my chars have been attacked plenty of times without my wanting to hit the other person back right away.

It has been said to the satiety: the automated counter attack would be toggleable.

Marian wrote:what's the difference between two minutes and two hours when you've got an entire day?

When you can't connect on weekends, as an example, the difference is that your chars die. The blame is of that players that can't connect asiduously. But, if they would want to connect and they can't?

Marian wrote:But more importantly it depends on the individual situation. A suicidal newspawn is different from a newspawn that can be reasoned with is different from an armed pirate and all of those are different from a friend wanting to spar or a friend/acquaintence having a bout of the crazies, and any of them might hit you at any time. It would probably end up causing a lot more headaches and accidents then it's worth.

Again, automated counter attack would be toggleable.
Anyways, anyone can give more examples where the counter attack is appropriate. If I have an irascible char that hates to be touched, it is absolutly logical to give back any attack with all his/her strength. A pacifist char concentrate in his/her work could result scared by an innocent slap and counterattack before noticing that he/she is hitting a friend.


Automation options don't kill RP. Just give you more chances to survive when you can not connect daily.
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Postby SekoETC » Thu Oct 12, 2006 2:32 pm

Piscator wrote:
I see one problem, if the button was along with the character description, and someone did something to make your character mad then left, you would prolly want to stop defending them, but couldn't because they're not in your location anymore.


How would you defend him/her if he or she isn't in the same place anymore?


The person could come back.

OK, then make a little list instead with the character you want defend and your character as default. If you want to stop defending a character not at the place anymore, just delete him from the list.


Good. But what would be the max limit for the lenght of the list? 100? What about priorities? When your list gets full, would you end up purging the oldest name on the list - which would most likely be the first person who gave you potatoes after you spawned, or something like that.

What I'd like to see is more levels of protection. For some people you might just step forth with a warning look, if the attacker sees the whole town taking a step towards their protected person, he might decide it's best not to try. But if the person was really attacked, you wouldn't throw yourself in front of the sharp object, most likely you would try to sneak behind the attacker and hit them in the head, if there was little to no risk to your own health. But if it was a maniac swinging a battle axe you would most likely just try to stay invisible.

Protection Categories

Berserk - Someone tries to hurt them and you do your best to put yourself between the attacker and his target, giving the person a chance to get away. The "over my dead body" method. Original target has 80% chance to get away.

Fierce - Aggressive but not berserk. Original target has 65% chance to get away.

Balanced - Your fighting style would be half defensive, half offensive, objective to drive the attacker away while protecting yourself and the attacked person equally. Original target has 50% chance to get away.

Careful - Original target has 35% chance to get away.

Wary - Only attack when there's little to no risk to your person. Original target has 20% chance to get away.

The chance of getting away is naturally affected by how eager the target is to defend themselves (and YOU!), how eager the attacker is to hurt the original target and so on.
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Postby SekoETC » Thu Oct 12, 2006 3:12 pm

Customization:

"Ignore wounds smaller that (range 0 to 25, default about 5)." = The person does not go into blood rage when some newspawn punches them or a friend accidentally hits over the shield while sparring.

"Flee when total damage exceeds (range 0 to 100*)."
*) When damage goes over 40, regardless of the number entered, a chance of mindless fleeing comes to effect and the chance will increase linearly, nearing 100% in the end. Though the chance of success depends on health, so if you are already 90% wounded and someone attacks you, you would most likely try to escape but the attacker would most likely just stab you in the back.
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Hannibal The Imbecile 15
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Postby Hannibal The Imbecile 15 » Fri Oct 13, 2006 3:23 am

I think Cantr is fine just the way it is. I remember back when you didn't have to go around and find out where the hell everything lead to or where the heck you were. You realists are killing the game.
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Nosajimiki
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Postby Nosajimiki » Fri Oct 13, 2006 4:11 am

I think auto flee should be left out for the following reasons:

1)in a programming since, there is no way of knowing the logical best way to run

2)you will typically be able to run away yourself (if you survive an attack) Unlike someone who needs to swing back in an instant like a person in a locked room who cant choose to attack or run.

3)I tend to see running away from a fight as something that should be better RPed and an auto repsonse could provide.
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Hannibal The Imbecile 15
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Postby Hannibal The Imbecile 15 » Fri Oct 13, 2006 4:33 am

Wow, wow wow! Please whenever I read your posts my obsessive compulsive starts to tell me to correct your spelling!! THE WORD IS SENSE, NOT SINCE!
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cantrlady
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Postby cantrlady » Fri Oct 13, 2006 4:36 am

Hannibal The Imbecile 15 wrote:Wow, wow wow! Please whenever I read your posts my obsessive compulsive starts to tell me to correct your spelling!! THE WORD IS SENSE, NOT SINCE!


You must have a meltdown with Pie. :P
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Postby Hannibal The Imbecile 15 » Fri Oct 13, 2006 5:32 am

Nope, I just skip his posts.
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Postby SekoETC » Fri Oct 13, 2006 11:39 am

It has now been proven the system sucks. I managed to dodge one, block one, third one went through the shield. I strike the primary attacker first and miss. Then I hit the one who dealt damage on me and I deal 0 damage. *swears* This shouldn't be happening. This REALLY shouldn't be happening. Can't we have a rage bonus or something?
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Sicofonte
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Postby Sicofonte » Fri Oct 13, 2006 1:47 pm

Nosajimiki wrote:I think auto flee should be left out for the following reasons:

1)in a programming since, there is no way of knowing the logical best way to run

2)you will typically be able to run away yourself (if you survive an attack) Unlike someone who needs to swing back in an instant like a person in a locked room who cant choose to attack or run.

3)I tend to see running away from a fight as something that should be better RPed and an auto repsonse could provide.


Autoflee could be just in the surroundings of the fight, i.e. runing around the attacker, without entering/exiting any building or taking any way out from the town. And from the programming view, it could be just a bonus to dodge the attacker's hits (given that this fleeing char is spending all his/her efforts into dodging and doesn't counter-attack.


cantrlady wrote:Hannibal The Imbecile 15 wrote:
Wow, wow wow! Please whenever I read your posts my obsessive compulsive starts to tell me to correct your spelling!! THE WORD IS SENSE, NOT SINCE!


You must have a meltdown with Pie :P


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