Addicted wrote:I'm now thouroughly confused. *goes off to sit in a corner and cry*
*joins addicted*
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Addicted wrote:I'm now thouroughly confused. *goes off to sit in a corner and cry*
Spider wrote:- Weapons and shields (and armor) are equipped RPG style. When a person attacks another character, the defender immediately counter attacks. Damage is applied to both parties depending on their current equipment and stats.
- The one hit per day rule is canceled if the victim attacks back.
So these two points seem to go against each other. If the character is attacked, the character immediately counter attacks so that means the one hit per day rule is canceled or is counter-attacking a different kind of attack?
- Weapons and shields (and armor) are equipped RPG style. When a person attacks another character, the defender immediately counter attacks. Damage is applied to both parties depending on their current equipment and stats.
- People can give order to attack people who are currently not present (but were previously). The attack is then carried out the next time the target is in reach.
- People with 0% health enter the near death state, which would make them drop their inventory and render them unable to do anything but speak and notice events. If not healed within a certain number of days (1,2,3?), the character dies.
- The target of a dragging project is informed about the attempt.
- Daily healing and energy regeneration capabilities will be limited.
- The one hit per day rule is canceled if the victim attacks back.
In other case this halfdead state will be overused.
kaloryfer wrote:current system
+ people after 100% dmg enter near-death state (lose all items, can't work), when they have 3 days to be healed and work normally or die permanently
that would be enough for me
Chris wrote:the_antisocial_hermit wrote:Honestly though, I actually kind of like what Chris suggested better than the three proposed in the poll, with the exception of his 4th statement. The lock thing sounds kind of weird the way he put it. If there's a lock, it should be picked or broken. Not... simply gotten past. So maybe a picking option?
Thanks for the endorsement. As for getting past a lock, have you ever watched a prison escape movie? They don't get out through the main gate past the searchlights and guard towers and razor wire. They dig a tunnel. So even in the most disadvantaged situation -- much more so than Cantr characters vs. a lock -- people circumvent devices meant to keep them in/out.
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