Start Fight

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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Pie
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Postby Pie » Sun Aug 06, 2006 6:30 pm

same thing, exept less automation.

Instead of choosing what you want to do wile offline, you have to get online and choos what to do.

meh.
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Solfius
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Postby Solfius » Sun Aug 06, 2006 6:37 pm

I see.

I'd only envisaged the same level of automation as already present in the game.

Fighting would work like any other project, with action happening on the tick.
Running away would work like a dragging project or undocking a vessel.

When you don't attack back you are harder to hit to balance the fact the player may not have realised their character is under attack and also represents dodging and diving rather than trying to fight back.

When you have mutual combat, both participants having selected to fight each other, you select the output (weapon and power) and the fighting progresses, again like setting a project on a machine.
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Rusalka
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Postby Rusalka » Mon Aug 07, 2006 3:56 pm

Remember why we can attack only once a day - couse not everyone is always on-line. It works. Just check some primitive browser-based games where we can fight. One attack per day. Ok, I would agree to 2 attacks, but no more.

Besides that, I like ideas about automatic response which we can choose - strike back, dodge, run...
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Solfius
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Postby Solfius » Mon Aug 07, 2006 4:30 pm

Rusalka wrote:Remember why we can attack only once a day - couse not everyone is always on-line. It works. Just check some primitive browser-based games where we can fight. One attack per day. Ok, I would agree to 2 attacks, but no more.

Besides that, I like ideas about automatic response which we can choose - strike back, dodge, run...


If combat was a project, this would limit everyone to 8 strikes per day, so all we do is scale the current damage and we end up with an equivilent system in terms of strikes and damage. Any arguements against this suggestion on the basis of 1 hit per day is therefore flawed.

The advantages of a project based combat system is that is allows for a more realistic combat experience, where participants must focus on the fighting alone.
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PRUT
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Postby PRUT » Mon Aug 07, 2006 5:58 pm

BarbaricAvatar wrote:But some people might not want to fight, so it would have to depend on both parties starting a fight against each other.


Oh that is sad! :twisted:


I strongly support the idea of fight project.

Atacked person should have three possibilities of participation in this project
• atack as well - atack and defence procedures of both sides - more tiring
• just defend - trying to block all attacks, but wth no counterattack, attack procedures just on atacker's side - less tiring
• passive - just suffer, no action - 0 tiredness

Escape from location should be possible as well, but fight project should be available also during travelling.
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Solfius
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Postby Solfius » Mon Aug 07, 2006 6:01 pm

I think that defence should be the default option, and that makes you harder to hit.

Any other projects should be cancelled, because you can't work on something whilst being attacked. This won't be a source of annoyance because people involved in combat will have to "escape from combat" to end the fighting project, so a newspawn can't force everyone from their porjects because they can't escape from combat until the hour ticks over.

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