Author Topic: Aiming projectile weapons  (Read 1794 times)

Wedge

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« Reply #15 on: September 16, 2003, 06:03:53 am »
Firstly I\'m not talking about the some sort of crosshair aiming system anymore, I\'m refering to some sort of general timing system for attacks.  In the form of a meter or some sort of reaction based mini-game or whatnot.  If you\'ve played Gladius or Final Fantasy X (for the Limit Break things), you\'ll know how they use timed mini-reaction games to determine the power and succes rate of your attack.

I already told you the reason why you use it, which is \"it simply helps alleviate a bit of the monotony of combat, adds some variety, and keeps you more attentive.\"  In addition it also adds a little bit of \"skill\" to the game, as opposed to sitting there just hitting stuff.  Now of course it wouldn\'t necessarily have to be done so you need to be dead on to hit the enemy, but rather just the strength and effectiveness of your attack is better the more accurate you are, being perfectly accurate could have say 150% bonus.  So if an enemy is really weak relative to you it wouldn\'t even be necessary to time anything.  

And about the enemy stats effectint the difficulty of hitting them, that DOES make sense.  In general for attacking, your aim is obviously affected by the agility stat of the enemy, that makes them more difficult to hit.  Unless it\'s just automated that they will dodge or block, then no, it wouldn\'t have an effect.  

Ultimately in a sense, it IS a novelty, but it is also not the crux of the combat system, merely an element of it.  It could even be optional and then how well you hit would be left entirely up to chance and stats.  But a number of games have used some variation of this system and it does work.
Ninjas have feelings too.  Mostly they feel like dancing.



Drilixer

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« Reply #16 on: September 17, 2003, 01:57:43 am »
Wedge no reason to get angry :)  When I said that the opponent\'s stats do not effect your aim I am talking about your ability to point the bow at the enemy and hold still.  Yes the enemy\'s stats effect his ability to dodge your projectile but not your ability to hoild your bow still (because I was reading your system as the flailing crosshair thing).  I am not for timed attacks either though simply because they get to be bothersome especially when you are trying to play the game with a coffee cup in one hand and a box of pizza in the other :)

Wedge

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« Reply #17 on: September 17, 2003, 03:51:57 am »
Alternate between your coffee and pizza.  There problem solved.  Youl\'d only need one hand for these types of things.
Ninjas have feelings too.  Mostly they feel like dancing.



Drilixer

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« Reply #18 on: September 17, 2003, 09:11:37 pm »
you don\'t understand Wedge... I can\'t put down my coffee :D

PlaneWalker

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Keep it simple...
« Reply #19 on: September 27, 2004, 02:18:49 am »
The real time system will be a lot of hassle to implement and difficult to balance.  Keep it simple, one click and character stat determines hit rate.  A tactical aspect could be included.  In the example of ranged weapon, there could be several different mode of firing an arrow.

Normal - normal firing speed.

Sniper - Taking time to aim.  The PC need to remain still for a short period before firing off.  Increased accuracy.  Slow firing rate.

Overshot - Deliberate overpulling the bow.  Strength need to exceed the bow\'s strength rating (if one\'s to be implemented).  Longer and more powerful shot, but slightly less accurate.

Rapid Fire - Letting lose arrows before properly aimed.  Fast firing rate, lower accuracy.

Running Shot - Combined with one of the above, allow shots firing while moving.  Further reduces accuracy.

Also there could be a extra dodge value based off current movement rate.  The value increase when the character is moving and vice versa when stopped.  There\'s a max value possible depending on the character\'s max speed.  Also when a attack target is selected (both ranged and melee), the reticle should remain fixed on the target regardless of movement.

phervers

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« Reply #20 on: January 26, 2005, 11:54:13 pm »
bleh, if i want to test my aiming skills i play fpp, if i want to test my dexterity i play winter olympics. When i play rpg i expect that skills of my character determines if i can hit, not my skills. Otherwise it\'s not rpg its arcade.