Doug R. wrote:EchoMan wrote:SekoETC wrote:Years later the ex-thief ends up in the same town as the person who had set up auto-attack on them, gets auto-attacked the moment they see each other....
The auto-attack could have a limited time span.
When discussing this proposal, I always assumed that the auto attack would be like a project, in that if the character moved, it would be canceled automatically. In that way, auto-attacking would only work for a passive character.
I like that idea.
Doug R. wrote:Mykey wrote:Doug R. wrote:quote="Suggestion 3"]- Weapons and shields (and armor) are equipped RPG style. When a person attacks another character, damage is applied to both parties depending on their current equipment and stats.
Isn`t this the same as a counter attack?
I never, ever understood it this way, and I don't think it was ever meant to be taken this way. I certainly wouldn't have given it my endorsement to go public if that were the case. GAB, can you weigh in please, because if that is what it means, I have a big problem with it. If that's not what it means, we need to either clarify or remove the language.
Piscator wrote:The reason why weapons would have to be equipped is to avoid unvoluntary counter attacks. If you select a weapon or ready your fists, you counter-attack. If you don't, you don't. The attacker would be able to see which option you chose and would know what he'd have to expect.
I guess that's what it means.
For seeing a list of characters that your character knows, I think it would be nice if it worked like a search; it would take some programming work (like all of this).