Cantr Combat System
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Nalaris
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- Marian
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I do't know if that's true...a big town full of sleeping leaders and newspawns, sure, that could be taken over by three or four people.
But if we're talking about active, well-equipped attackers vs. active, well-equipped defenders (several of which have keys to buildings) then I think its a different story. Three or four people, even if they had vehicles and healing food, wouldn't stand a chance against 25. (or even five, really, if they were using any kind of strategy at all...)
But if we're talking about active, well-equipped attackers vs. active, well-equipped defenders (several of which have keys to buildings) then I think its a different story. Three or four people, even if they had vehicles and healing food, wouldn't stand a chance against 25. (or even five, really, if they were using any kind of strategy at all...)
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Nalaris
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- Sicofonte
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If Cantr was more versatile, the people in the big town could...
...knock down the doors of the buildings where the attackers are hidding, or set fire to it until the attackers get burnt or run out from it, or block the door until the attackers starves...
...knock down the doors of the buildings where the attackers are hidding, or set fire to it until the attackers get burnt or run out from it, or block the door until the attackers starves...
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Phalynx
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- Marian
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Nalaris wrote:Go into town, kill leader, grab keys, use locks to hide from your enemies and take them apart, one by one. If everyone has keys then it gets harder to kill people, but easier to steal.
Well, a smart leader wouldn't be holding the only set of keys, and anyway killing someone that fast before anyone could react would depend on a lot of coordination and luck on the attacker's part, and on everyone else in the town conventiently staying asleep.
But if it's a stupid leader and sleepy town, then sure, they deserve to get wiped out. I see plenty of places that are practically begging for that, it's just a shame no one ever takes advantage of it.
One of these days I'm going to make a seriously evil char and have some fun, just watch.
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Phalynx
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Nalaris
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- Marian
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Phalynx wrote:I have one that so well placed, and well armed to do that... but he/she can't drag a paper bag and is so awkward when it comes to attacking its a miracle he/she doesn't hurt themself...
That's what happened to my old evil char...you might be able to find someone to help you but the problem is that person will eventually realize that they could be running things and stab you in the back.
It's so hard to find loyal henchmen these days...you would think being the brains of the operation would get you a little respect, but no.
Next time I wait to spawn a good, strong fighter before deciding on a personality. I have the coolest pirate name all picked out and ready, too.
- Joshuamonkey
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Well, I have a few characters stealing from other people's heart attacks behind people's backs, but no real theives or evil ones. I'm just not that kind of person...lol, that's why my characters don't get killed, I wait for my advantages to come, not make them.
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http://doryiskom.myminicity.com/
"Don't be afraid to be different, but be as good as you can be." - James E. Faust
I'm a mystic, play the cello, and run.
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Nalaris
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Bah, you're far too passive! I used to have an evil 'conquer-the-world' type character. I'd planned to mine precious, distant hematite and limestone, refine it and bring it back to my homeland, some of it as equipment. But I died of starvation in the mountains due to an insufficient hunting skill...now I've got a bold would-be knight who's waiting fo someone going on a resource run to return with limestone. Meanwhile, he's mining hematite and going on resource runs to nearby Shortinazy for food.
- Sicofonte
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- Nosajimiki
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The Sociologist wrote:Keep it simple, keep it simple.
The change introducing tiredness for dragging is one small step, and a potentially very interesting one. Programmers should perhaps next look at:
1. Giving more characters a combat-worthy skill of some kind, perhaps based on their other skills and attributes. Apart from strength, there might be agility, dexterity, stealth, and so on. If someone is a clothier, that might mean they should tend to dexterous and be better with light-bladed weapons. And so on. But let this be done carefully a bit at a time, not introducing the wholesale destruction of character's lives that occurred when skills were first introduced. Quite frankly, the game cannot afford that now.
2. Let programmers also look at futher reducing the absoluteness of locks, perhaps introducing easier breaking of simple locks by multiple characters working together using simpler tools (project requires a minimum number to conclude), and then in turn introducing higher-value locks that would require building improvements, and so on.
3. A very simple blocking-project, allowing one character to step "in front of" another and take the blows for them, might be an appropriate futher step. Nothing too radical, but certainly something that would promote cooperation, organization, and the roleplaying of same. Just consider for a moment how interesting such a simple tactic might become if combined with the implications of (1) above.
There is really no need for programmers to reinvent the wheel or launch a ship to Mars. All that has ever been needed is simple balancing work. It is a tragedy that it took so long. But at least we know now that someone in GAC is aware that problems have arisen and need work. A hopeful sign.
(Note I remain opposed to any automation and any attempts to "speed up" combat which might require players to log on multiple times a day or stay online for long periods at a time).
I agree with the bulleted list, but how does automated deffense require players to be on more? It would 1) make it so that you don't have to be online all the time and 2) reduce the absoluteness of locks. Both are points that you argued for
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