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« on: March 02, 2007, 02:02:48 am »
In the land of beta, on the rolling hills of Soon™ these ideas are in full bloom...
till then tough cookies and wishful dreaming.
This style of play would allow for RP to take full stride in combat scenarios where at the end of each round a plethora of motes can take place with out stopping the combat sequence to do so. This will also alleviate the indifference between player connection speeds and force the players to play with their characters stats and skills rather than with the server lag and stylized key combos. Like a game of chess(this) vs a game of dodgeball(now) with the handicap. Strategy as opposed to connection speeds and keyboard skills.
As the combat is initiated those characters involved are locked into a this system, anyone else attempting to engage in any way with those that are locked in will also be locked in themselves. To the outside observer the characters involved will look like they are idle or link dead. with only the timely animation of the end of the round to indicate that the characters are in combat.
Once locked in combat each player will get a turn to either defend or attack according to their characters stats and skills. The offense will enter his choice first, then the defense, where up on the defense entering their choice, the round is initiated, the rolls calculated, and the results animated to show hits misses and what not. Then the rolls are reversed.
Think of it like a playing Madden on an Xbox. each round you get to choose from a line up of moves your character has developed from his skills and stats. Both the defense and offense get a turn to choose from their perspective lineups when both have made a choice the play is initiated and the action sequence is shown. Since the characters are locked in these freeze frames only the skills of the characters can come into play and not the latency or typing skills of the player.
A round can go as follows:
Player A attacks, initiating the combat sequence and locking both player A and B in the combat mode.
Player A picks an attack from his list, ending his turn.
Player B chooses a defense, anding his turn and initiating the round. moves are rolled with hits or misses shown in a stop motion animation.
Player B then chooses his offensive move,
Followed by player A choosing his defense, ending the second round and followed by the next animated sequence.
So on and so forth till there is a winner.
All the while the players can mote/RP all they wish in between the animated sequences. And taking the round animation one step forward with Role Play.
Like wise the skills of a player might allow them to attack twice per round, having the character reverse rolls ever other round, or the defender being able to detect the kind of attack that is coming and choosing a corresponding defense that best counters the attack.
Unfortunately to the dislike of everyone the combat with NPC/monsters will also have to be done this way.
The following are needed for this to be fully enjoyable:
1. A large assortment of combat moves both defensive and offensive for all the different arms and armor, for each weapon and armor skill. Weapons having more offensive then defensive(parry) moves and armor the opposite(shield bash). Each skill having key signature moves found only with that skill.
2. Atleast 2 and possibly 3 or 4 animated moves per action. Actions correspond for each type of attack and defence, with the 2 possible out comes of success and fail and maybe a critical fail and critical success, making it 3 or 4
total animated sequences per move.
3. A new window menu that replaces all the others when a combat sequence is initiated. This new window like the button menu currently on top will display all the combat combat options allowed to that character with the current weapon and armor. switching from the offensive to defensive option according to the turn. So all actions are taken though the combat system. At which point the combat ends, the regular line up of window and buttons are replaced back.
4. The option before the initiation of combat to have a timed or unlimited round time, for instance (A) having 30 sec to make a decision or forfeiting and having the computer choose for you vs (B) no time limit in between rounds. And the option to end the combat sequence after an X amount of time has elapsed. These options are for those with shaky connections and those fighting them. Or if real life calls.
5. The option to save the full animated sequences from start to stop as an mpeg to be enjoyed at a later date off game. With any motes spliced in the action. Like wise a text print out of the results of each round for later review.
6.In addition to this we need better targeting. One that will auto turn the characters according to the moves used so that they don't gradually start drifting apart but will stay with each intended target.
[Editors note, the last similar post was done in 2004]
I don't care if you like it,
And I don't care that you HATE it.
If you're going to post, post something constructive or don't post at all.
Give me the reasons why or the ways how. Feelings not accepted.(except by the owner)