I don't think they plan on ever changin the combat system...unless there is a really good idea put out there.
I think this has been suggested before, just in other words. This topic is probably doomed to debate in the suggestion forum.
Fast weapons
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- trexdino
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Xanalsir
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tiddy ogg wrote:Um... what's the point of hitting someone 4 times at 25% rather than one at 100%? Except for RP in sparring, I guess, but that would fill up the events screen with junk of no interest to most players.
If you have multiple enemies, and one is at 1% health and the other at 100%, then you could spend 10% finishing off the mortally wounded enemy and then concentrate the other 90% on the one who's in perfect condition.
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- SekoETC
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That would be if the 100% was divided between several targets, but the idea was that you could still hit as many people as you dare, you could just have several tries on a single enemy if you use less force. In a situation like executing a prisoner who has only a little strength left, currently if you miss then you must wait a day, but if you used only 10 or 20% strength, success would be more likely.
The amount of tiredness would not affect the amount of times you are allowed to hit, but if heavy weapons caused more tiredness per hit, it would be more profitable to strike at 100% straight away because after that, your hits would be more hindered by tiredness than if you were using for example a dagger.
The amount of tiredness would not affect the amount of times you are allowed to hit, but if heavy weapons caused more tiredness per hit, it would be more profitable to strike at 100% straight away because after that, your hits would be more hindered by tiredness than if you were using for example a dagger.
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- joo
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I think the current system is better synchronised with the pace in which conversations (i.e. how often people log on and check their characters) happen during fights. It also gives people fighting a chance to come to a different solution to their problems instead of just turning Cantr into a Hack n Slash RPG.
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Xanalsir
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Talapus
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Xanalsir wrote:If you have multiple enemies, and one is at 1% health and the other at 100%, then you could spend 10% finishing off the mortally wounded enemy and then concentrate the other 90% on the one who's in perfect condition.
You can already do better than that. Attack the full strength person first at 100%, and then attack the almost dead person at 100% (althugh it will do less damage since you are tired from the first attack).
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Xanalsir
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Yeah, I'd forgotten that until a few hours after I posted and decided not to edit because, frankly, I'm lazy. Anyway, making it so that only a grand total of 100% damage could be dealt per day to any given number of people would be significantly more tactical than the current system, which requires no forethought beyond "kill the bad guys." Right now, battles in Cantr are all just logistics.
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- jexter
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Talapus wrote:Xanalsir wrote:If you have multiple enemies, and one is at 1% health and the other at 100%, then you could spend 10% finishing off the mortally wounded enemy and then concentrate the other 90% on the one who's in perfect condition.
You can already do better than that. Attack the full strength person first at 100%, and then attack the almost dead person at 100% (althugh it will do less damage since you are tired from the first attack).
I would just leave the almost dead guy. He wouldn't do any harm to you if he is with 99% of damage. And if you strike two times then you will be a more open target when the healthy one attacks you.
As for the topic - I would really like to see the "divide between strengh" enabled. Could be really more tactical.
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