Author Topic: combat/weapon teams  (Read 1425 times)

zinder

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combat/weapon teams
« on: December 06, 2004, 12:56:04 pm »
What i mean with a weapon team is a small group(2 or 3 player), who coordinates its weapons.
Some examples: An archer with his bow and a support guy with a barrel of arrows and a really big two handed shield. The archer fights like usual and the support guy can either prepare ammo to speed up the firerate. Or place himself with the shield between the archer and an enemy to allow him to continue with the bow.
Frontline with short melee weapon and Secondline with a long polearm. If Secondline stays close behind Frontline, he gets a defense bonus and both get an attack bonus.
Knight(some melee fighter) and Squire (big shield and small melee weapon)  Squire positions himself between knight and ranged attacker to give Knight a defense bonus against ranged attacker.

Such teams would allow guilds to use their combat-unexpierenced members in their fights. Also groups could really fight together instead of against the same enemy.

sashok

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« Reply #1 on: December 06, 2004, 05:44:51 pm »
I understand your idea, but it\'s really too complicated to be of any use.  Sure, some might use it.. But from two of your examples I don\'t see how it\'s possible.   Maybe what you mean is the enemy will target a team (instead of a single player).  So damage will be divided among the team?

Jessyn

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« Reply #2 on: December 06, 2004, 09:22:00 pm »
i think he means that units that team up get certain bonuses.. like the archer has higher rate of fire, and some cover fromt the shieldbearer.  Or the monster cannot attack the pikeman until it gets past the swordsman, and the pikeman can just inflict damage...

I think it\'s a great idea, because this is how battles are actually fought.  Most of this could be done by how players position themselves in combat, but i like the idea of archers having reloaders, perhaps mages could have apprentices precast pasts of the spells.....or just have two(or more) mages combine their power into one big nasty spell.

Jessyn
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Chestar

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« Reply #3 on: December 06, 2004, 09:36:15 pm »
Oh and how about a weapon and armor smith with the fighters to repair their damaged weapons/armor?

   And there could be a spell where mages can cast spells to protect other teamates, like \"Cast damaging shield on teamate Moogie\" so when the enemy attacks Moogie instead of Moogie taking damage the enemy does. Also such spells could be used in 1v1.
  Other spells could be used to temporarily increase speed to avoid attacks.
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Moogie

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« Reply #4 on: December 06, 2004, 09:49:12 pm »
Quote
Originally posted by Chestar
Oh and how about a weapon and armor smith with the fighters to repair their damaged weapons/armor?

   And there could be a spell where mages can cast spells to protect other teamates, like \"Cast damaging shield on teamate Moogie\" so when the enemy attacks Moogie instead of Moogie taking damage the enemy does. Also such spells could be used in 1v1.
  Other spells could be used to temporarily increase speed to avoid attacks.


Your shield example is what we call a Buff spell, and we\'re having those for sure. :)

fken

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« Reply #5 on: December 06, 2004, 10:28:18 pm »
when I look at the wish of zinder I think it\'s something like  bioman or powerrangers...

I personnaly think we dont need a bonus to fight in a band because there is already a bonus by fighting in a band !
If you wanna be more powerful you just have to organize your band...

priest healing while melee fighters attack the monster. The archers protected by the melee fighters are farer and shoot the monsters... We dont need a magical apparition ! or a band bonus... It\'s already here !

Chestar

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« Reply #6 on: December 06, 2004, 10:45:58 pm »
Quote
Originally posted by Moogie
Quote
Originally posted by Chestar
Oh and how about a weapon and armor smith with the fighters to repair their damaged weapons/armor?

   And there could be a spell where mages can cast spells to protect other teamates, like \"Cast damaging shield on teamate Moogie\" so when the enemy attacks Moogie instead of Moogie taking damage the enemy does. Also such spells could be used in 1v1.
  Other spells could be used to temporarily increase speed to avoid attacks.


Your shield example is what we call a Buff spell, and we\'re having those for sure. :)


Oh sorry I didn\'t realize that. This is the first time I have heard of team battling in an MMORPG, and it\'s only the second MMORPG I have played... good to hear that we will have those :)
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sashok

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« Reply #7 on: December 06, 2004, 11:15:04 pm »
Quote
Originally posted by Jessyn
i think he means that units that team up get certain bonuses.. like the archer has higher rate of fire, and some cover fromt the shieldbearer.  Or the monster cannot attack the pikeman until it gets past the swordsman, and the pikeman can just inflict damage...

I think it\'s a great idea, because this is how battles are actually fought.  Most of this could be done by how players position themselves in combat, but i like the idea of archers having reloaders, perhaps mages could have apprentices precast pasts of the spells.....or just have two(or more) mages combine their power into one big nasty spell.

Jessyn


yeah, that sounds more useful they way you put it.  It\'s good idea.

Xanaroth

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« Reply #8 on: December 07, 2004, 02:51:27 pm »
i cant find it right now, but if my memory doesnt fail, i believe the devs already posted something about team spells somewhere on the board. altough i cant remember if they said it will be possible or it wont be possible.

next to than, fken is right! you cant only attack 1 person at a time (unless you have a nice special ability like a triple shot (archer) or a swing attack (melee) or a area spell (mage) ) so if you team up with several players, you already get a bonus.

if you play more games like this will come out to be, you notice that without bonusus, a team of 3 lvl 5\'s can easlilly defeat a lvl 20 monster.... to bad PS wont work with lvl indicators so you can estimate things a bit.

Lardhoc Aewheros

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« Reply #9 on: December 07, 2004, 05:33:33 pm »
Quote
Originally posted by Moogie
Your shield example is what we call a Buff spell, and we\'re having those for sure. :)


So there is a spell to conjure up a squire holding a shield? Or maybe a shield hovering in the air? ?(

Only joking. But shouldn\'t defensive bonuses be able to be gained without magic? For example by protecting other people with a big shield, as mentioned above.

Quote
Originally posted by Xanaroth
...to bad PS wont work with lvl indicators so you can estimate things a bit.


Level indicators greatly ruins the roleplaying experience! It is not realistic to be able to judge the combat skill of a person just by having a quick look at him.
« Last Edit: December 07, 2004, 05:37:34 pm by Lardhoc Aewheros »


Xanaroth

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« Reply #10 on: December 08, 2004, 07:41:18 pm »
not combat skill, but overall skill.

in RS they have that kind of system. your lvl is made up by ammount of hp, mp, magic lvl, combat lvl, etc. Thus its only a indication. a lvl 50 person is strong, but if he has a few stats of all, a person consentrating on 1 stat and raising it high could defeat the lvl 50 before nr 2 is lvl 40.


Do you know a little bit what i mean? the lvl indicator only makes it easier to estimate, so that a n00b doesn\'t go and attack that extremely powerfull monster each time, and keeps wondering why he dies. It also helps in future events, so that it will be easier to make seperate ranks (if there comes a 1 vs 1 event, it would be strange if the strongest would face a n00b)

zinder

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« Reply #11 on: December 10, 2004, 06:53:15 am »
For the mechanic side it neednt be complicated. It ould work by selecting your partner as target and choosing the role. The target must accept and from there its the teamers work to stay in working positions. For the enemy, the code checks if there is some team and if yes checks the conditions.
For archer & shieldbearer if someone targtes the archers, on an attack the game looks if the shieldbearer is between the archer and his enemy. If he is the target changes to the shieldbearer.

I dont know on what game you base your numbers, but in my expierience you only can take easily on enemys around 30% stronger than your averange in a full group. With full group i mean maximum number of members the desingers picked for groups.
In standard grouping you dont really fight together. Oh you help eachother, most times. But you fight more like a group of strangers who happened stumble in the same fight. With combat teams i want groups, who really work together, to have an advantage. To have more groupwork in the groups.