Originally posted by Kakoii
yeah guys =) it will be great if the chances of winning depent both of the Character skills and your player skills.
For example, an archer must have a high skill on archery to raise the chances of hitting the target and the player must aim well.
An archer with 10% archery could only fire arrows standing
An archer with 30% could fire arrows walking
an arecher with 50% could fire running
an archer with 70% could fire riding a horse
an archer with 100% could fire Riding a flying creature
Well that\'s the idea, same for a Swordsman, as he raise his skills with the sword he can perform new attack moves
IMHO there should be no mechanical can/can\'t. In computer games the rules can be as complicated as the programmer likes them to be because players don\'t have to mess with the rules like in pen and paper rpgs. So I think the rules should be made as realistic as possible.
Any creature should be able to fire from anywhere like in real life but there should be for example a \"distraction rate\" depending on how difficult the situation is to fire and archer would have less chance to hit with more difficult situation. On the other hand of course the character\'s skill with bows and attributes affecting the skill should be added to the chance to hit. Wouldn\'t that be much more realistic that way?
No simple rpg-rules in computer games! The best thing would be a real physical modeling engine that would model the weapon impacts. (btw my friend was developing that)
Here\'s a my idea for weapon attributes: the weapon attributes shouldn\'t be simple damage rating like 1d6+3 but instead the attributes should have:
Weight: a character with more strenght would be faster with heavier weapons than a character (with little strength) that can barely lift them would be slower and less accurate.
Sharpness: the sharpness of the weapon. sharper weapons would cut deeper (more damage with less weight) and affect differently on armors
Hardness: How much the weapon can take before it breaks or bends. (and for example if you hit iron sword with a diamond sword the iron shord could break)
The damage would be calculated of the attributes and of course character attributes (a strong character would do more damage with a hammer which has sharpness 0 and weight 10 than with a knife of sharpness 10 and weight 1 but a weak character would do more damage with the knife compared to what it would do with the hammer).
Attributes would also affect to how an armor would protect agains the weapon (a chainmail wouldn\'t protect much from a bone crushing warhammer, but would be as good against knives as a heavy mail)
The weapons would not be classed as different types but rather the weapon attributes would affect the used skills.
There should not be skills for every weapon type but instead main types (for example: smashing weapongs, piercing weapons, etc).
The skills should affect on each other so that if I\'d be a mighty barbarian sword master and for some reason lost my sword I wouldn\'t be a total wuss with an axe for example (nor any weapon eather). A good idea for that could be for example a melee fighting skill which would affect fighting with all melee weapons and get better with fighting with any at the same time as the weapon skills get better. Or maybe as a tree.. something like this:
melee
---piercing
-------spear
-------sword
---slicing
-------axe
-------sword
---bashing
-------axe
-------hammer
missile
-------shooting
-------bow
-------crossbow
---throwing
-------knife
-------stone
so that melee would be a skill, piercing would be a skill and spear and sword would also be skills and if I for example fight with sword, melee, piercing, slicing and sword would all be used and they all would get better. Or even a more complicated way... every attack style would get better with every weapon but relatively more in other skills and less in others.
that would maybe be complicated in a pen and paper game but in a computer game it would only be useful and realistic and make sense. So no AD&D-rules in computer games, thankyou!
A bit messy text sorry... :p What do you think about my ideas?
And developers pleeeeez listen to my ideas and don\'t make another stupidstupid game. Thankyou. :p