Guarding

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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morreo
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Guarding

Postby morreo » Tue Jun 21, 2005 11:48 pm

I want to guard someone who is defenseless.... There should be a guard action. So if anyone hits him... it hits me instead. Perhaps there will be a small chance that me guarding does not matter. maybe 4%. So armies can guard their generals... gangs can guard their leaders. Perhaps this will also show how much people actually support their leaders. assassination attempts will not be as successful either if a citizen wants to risk his life for his leader.
Talapus
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Postby Talapus » Tue Jun 21, 2005 11:52 pm

I like the idea, but it would have to be coded such that it would not allow one person to attack the same person twice (attack the guard, then attack the person being guarded).
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Floyd
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Postby Floyd » Tue Jun 21, 2005 11:55 pm

A limit on the people gaurding would be good too... maybe gaurds shouldent be able to attack? What wth thm being so focused on gaurding and all...
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Talapus
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Postby Talapus » Wed Jun 22, 2005 12:03 am

If you just make it so that they can't attack when guarding, then they will just stop guarding attack and start guarding again. I think that if you made it a project like resting, then it would be reasonable seeing as the guards wouldn't be able to do any projects while guarding. This would allow rich and powerful people to have a guard at all times (when they move from room to room, they become vulnerable until the guard catchs up), but it would usually be used during war time to protect leaders (or in some cases, the undefended townspeople) or by people protecting newspawns or such from agressive animals or people.
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Postby Snake_byte » Wed Jun 22, 2005 12:16 am

Talapus wrote:I like the idea, but it would have to be coded such that it would not allow one person to attack the same person twice (attack the guard, then attack the person being guarded).


Or move to the next person guarding if there are more than one person.
Like the 2-4 bodyguards for the president in public ....
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Spider
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Postby Spider » Wed Jun 22, 2005 6:50 am

Well, how about this?...

Guard is guarding the person, the person can't be dragged or anything, but once the person is attacked, the guard takes the hit, but is no longer guarding and the guard and can be attacked once again, BUT the person cannot be attacked by the attacker. Maybe while guarding the ability to defend goes up...
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Postby mikki » Wed Jun 22, 2005 7:03 am

Umm.. Maybe I am just a little tired when reading what Spider wrote.. Soo.. I say.. Huh? What the hell are you trying to say exactly?
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Postby Jetlag » Wed Jun 22, 2005 10:22 am

I think I get what he's saying...

There's Boss, Guard and Attacker. Guard is guarding Boss. Attacker tries to drag Boss away, but can't because Guard won't let him. So Attacker tries to hit Boss, but instead hits Guard, who doesn't take much damage because you get bonuses to defending while guarding someone. Guard is also shaken out of his guarding project, leaving Boss unguarded.

Attacker cannot now attack Boss, because he already has. He can, however, attack Guard, because he hasn't done that yet.

Attacker's mate comes along, and can attack both Guard, who's just standing around, and Boss, who's no longer being guarded.


This means that an organised party can attack and kill Boss, but it's more difficult than it currently is, especially if Boss has several people guarding him. Does that make more sense?
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SekoETC
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Postby SekoETC » Wed Jun 22, 2005 10:56 am

I like this idea but it needs some adjusting. It should be visible that someone is being guarded. It's not like you try to sneak up on someone and suddenly someone teleports there from the other side of the yard and takes the blow instead. It should be so that attacking a protected person cannot be used as a means of attacking the guard twice a day, at least not intentionally. There's always a chance that the guard fails and the original target gets hit instead. Maybe about 50% of the time, and may be higher or lower depending on the defender's skill.

The guarding doesn't end after one attack, the guard can attack people while guarding but cannot work on projects. The guarded I think can do about anything but maybe if he attacks someone, he's getting a higher chance of being hit instead of the guard because it's like stepping forth.
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morreo
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Postby morreo » Wed Jun 22, 2005 8:11 pm

I agree with seko, but 50% is too high. Perhaps it could be like a project that takes a day. So the guard has to be active to continue guarding and it gives the boss an open point (considering the guard probably won't be logged on exactly 24 hours later to do the project again)

But if the guard attacks.. I agree that the percentage of the boss getting hit goes up because he advances and leaves the boss not guarded as well. Also if the boss moves the guard should move with him unless the boss goes through a locked door that only boss has the key too... then the guarding stops.
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wichita
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Postby wichita » Thu Jun 23, 2005 12:05 am

Sounds like a very good solution to a common problem. What if it showed up on the activities list as Project "Guarding person's name", much like dragging?

I'm up in the air about the one day limit on the guarding project. Yes it makes sense for the guard to be active, but it also is reasonable to just let it be an indefinite project like resting. The purpose after all is to allow effective guarding without requiring the player be logged on 24-7.

Would it also be worthwhile to apply it to objects, buildings, vehicles, etc as well? This could considerably cut down on the newspawn notethief phenomenon. If you try to enter a guarded building, there is a chance that the guard will stop you and an alert will appear on the events screen:

999-9 You see Sgt. Pinkerton stop Unoriginal Notethief from entering the library.

999-8 You see Dudley Doright stop Fingers McGoo from taking some heamatite from a storage.
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SekoETC
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Postby SekoETC » Thu Jun 23, 2005 8:44 am

Guarding a building alright, but in that case the guarding should stop when the guard is attacked. Ok maybe not after first hit but after woundedness goes bad enough, the guard would abbandon his post.
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morreo
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Postby morreo » Thu Jun 23, 2005 11:43 pm

The building idea is a great idea. Yes I agree, If I am half dead, I won't be able to guard someone. So perhaps we shall leave that to the coders what percentage of health they want people to stop guarding no matter what

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