**PLEASE READ** my proposal for the combat system

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The Industriallist
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Postby The Industriallist » Wed Apr 20, 2005 5:28 am

rklenseth wrote:one that it will negatively affect active characters.

Where's that? I can't find it...


rklenseth wrote:Lets get to the nitty, gritty details here. How will having objects equiped to characters negatively affect the aspects of the game in an unrealistic fashion?

So, a consequence of this would be that anyone doing work that required two hands worth of tools would be utterly defenseless. Even if that were realistic, I think it's too much bad to accept.

But IRL, if soebodies charging down on you with a halberd or whatever, and you've been carving, or digging, or whatever with your arms ready to hand, you ought to have time to grab it up before you're run through. Maybe not as effectively as if you'd had it ready all along I admit...I don't see a need to model that though.
rklenseth wrote:How will having characters being allowed to attack whenever their tiredness allows rather than unrealistically limiting how many attacks they can make per day on an individual target by some godly forces?

Because, as I believe I demonstrated, one decent fighter in good shape with a decent weapon can execute a healthy but shieldless target instantly if that became the case. No way for anyone to do anything at all about it. It might put them up to 60% tiredness, but the target's still dead. And the attacker isn't, at least not if they have any way to hide. Building with a cot, or better yet a boat, and you're ready to do the same thing agan tomorrow, or the day after at the latest.

I do not believe cantr should ever include a way for one person to instantly kill another when the victem is at full health. RL has that, but RL also has a plausible possibility of pre-emptive action.
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Just A Bill
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Postby Just A Bill » Thu Apr 21, 2005 2:43 am

I know its been suggested before, but if any of these ideas for multiple attacks gets implemented, you should also implement some kind of retributive strike capability.

A screen could be created where you select responses to attacks on your person. You could set up the attack, ie decide the weapon and strength to put behind the strike in advance, and if someone strikes you, you (if you survive the hit) automatically strike back, using whatever preset weapon you have selected. You could have options for a couple different situations, possibly based on damage thresholds or individuals. You might not want to automatically strike back if someone bounces a fist off of your shield or if you are attacked by someone you recognize as a friend or law enforcement official, or you might be a pasifist and not set any response at all...
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The Sociologist
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Postby The Sociologist » Thu Apr 21, 2005 4:53 am

Just A Bill wrote:I know its been suggested before, but if any of these ideas for multiple attacks gets implemented, you should also implement some kind of retributive strike capability.

Yes, but there could be so many possible responses, including:
1) announcing your name (you might be such a famous pacifist that even pirates would desist);
2) taking cover in your own building;
3) jumping into your own vehicle or boat and sailing or riding away;
4) calling staff members in your factory into action;
5) dragging the offender into a building since you have the keys to the town.

This thread is saying is that the charries of people who work for a living are easy pickings. That's the bottom line.
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Nick
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Postby Nick » Fri Apr 22, 2005 10:03 am

Well, wouldn't that be the case IRL?
You're in a village that's being attacked by sabre-wielding barbarians.
Do you want to be the town guard, or the carrot farmer? :twisted:
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Jur Schagen
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Postby Jur Schagen » Fri Apr 22, 2005 11:34 am

How about this one... equipping and un-equipping your weapon becomes a project of some significance, typically a few hours or even an entire day. It would be visible for all to see that someone is (un)equipping, similar to lockpicking, and also seen in the char desc page. If you were equipped, you could attack without limits except tiredness. It would be very interesting to see how societies dealt with this. In the larger cities, everyone except a few guards and leaders would have to un-equip their attack weapons by law pretty soon... or would some small hunting weapons be allowed? In smaller towns, people with equipped attack weapons would be regarded with suspicion, maybe dependant upon local custom? In the wilderness, everyone would be constantly equipped. Shields would usually be equipped, but we might see some cities that might enforce laws to unequip those too. It would certainly expand the possibilities of law-making and enforcing, which currently usually is little more then "don't enter buildings and don't take from the ground".

This would also require the possibility for towns to be able to defend themselves from strangers entering equipped and start butchering, both by sea and land. I propose the ability to build a "gate" building at every exit route, very similar to the current harbour, with exits to the road and the town, where the "town" exit would be a door with a lock. Like banging on the gate and waiting to get entrance... People following the road into town would wind up here first. We would also introduce a "sea wall" structure if a harbour was in place, preventing any boats from docking directly into town. If this paragraph (city defenses) wasn't implemented and the first one (equipping) was, governments would have very little support for any un-equipping weapon laws.

As a side effect, city defenses would be very effective against spawn-and-run thieves as well.

Obviously, all of this would require quite a lot of programming, so it are just thoughts for now.

Jur.
The Industriallist
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Postby The Industriallist » Fri Apr 22, 2005 2:30 pm

Nick wrote:Well, wouldn't that be the case IRL?
You're in a village that's being attacked by sabre-wielding barbarians.
Do you want to be the town guard, or the carrot farmer? :twisted:

The farmer. The guard, unless he's a useless coward, has to at least try to fight. If the carrot farmer isn't armed, he can just run for his life without even being embarassed about it. He's not really worth chasing down, or attacking at all.
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west
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Postby west » Fri Apr 22, 2005 3:47 pm

:lol: @Indus,

and Jur, that's quite an interesting proposition. I kind of like it.
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Solfius
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Postby Solfius » Fri Apr 22, 2005 3:53 pm

I'm wary of making equipping a project, possibly a short delay, although even then I'm cautious

However, I do feel some kind of trade off of protection vs. production is appropriate.

I scanned Jur's post, and the word "Gate" stood out. I think town walls and changing the comabt system to include equipping implemented at the same time would balance the defenceless farmer problem (It creates a problem, but it also creates a solution.
west
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Postby west » Fri Apr 22, 2005 3:58 pm

Solfius wrote:I'm wary of making equipping a project, possibly a short delay, although even then I'm cautious

However, I do feel some kind of trade off of protection vs. production is appropriate.

I scanned Jur's post, and the word "Gate" stood out. I think town walls and changing the comabt system to include equipping implemented at the same time would balance the defenceless farmer problem (It creates a problem, but it also creates a solution.


"You arrive outside Blaman"
(look at buildings/ vehicles)
(gate to city)
"You knock on the door to City"
(objects)
Note-welcome to Blaman, please knock

etc etc.
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Solfius
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Postby Solfius » Fri Apr 22, 2005 4:02 pm

yea, uh, not sure why you posted that :) but it'd be nice to have that.

Personally I'd prefer Gatehouse to Blaman/City.

It sound more substantial and protective than a simple door
west
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Postby west » Fri Apr 22, 2005 4:03 pm

To demonstrate how that could possibly work, of course.

And yes, gatehouse, whatever. (possibly a door from the wall to the gatehouse, and another from the gatehouse to the rest of the town?)
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Solfius
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Postby Solfius » Fri Apr 22, 2005 6:45 pm

west wrote:(possibly a door from the wall to the gatehouse, and another from the gatehouse to the rest of the town?)


Yes, I thought of that after I posted. I'd ideally like that. Allows the option to vet incoming traffic.

Perhaps two options? the Gate, and the Gatehouse.

The gate is simply a door to the town, and easy to erect, whereas a gatehouse is a room with two doors between the outside and city, and harder to build.

I think locks should not come as standard
Appleide
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Postby Appleide » Sat Apr 23, 2005 7:09 am

For the gate house/gates, wouldn't you also have to spend a lot of resources on walls too? and you would also be able to gather resources out side it as well, right?
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Solfius
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Postby Solfius » Sat Apr 23, 2005 9:29 am

They would enclose the area that makes up that location. All locations have a size I believe, but currently it's not used for anything pending a major shake up.

So walls would enclose the location, and you can still gather as normal within the walls
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Yo_Yo
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Postby Yo_Yo » Sat Apr 23, 2005 9:45 am

OMG... I already hate the skills system ><

I just attacked an animal with my sabre.... full strength... and only did 8 damage! Damn my lack of skill! Do we eventually get skill points? Like... am I always gonna suck at hitting stuff with that character?
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