Author Topic: New combat system  (Read 4953 times)

Catlemur

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Re: New combat system
« Reply #15 on: September 09, 2010, 06:18:08 pm »
I like the combat system of Age of Conan.

bloodedIrishman

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Re: New combat system
« Reply #16 on: September 09, 2010, 07:02:27 pm »
The Rules Department of the Development Team are the ones who deal with this area. They are always understaffed because of the number and size of changes needed. If you are capable of building your own client, or you are good with maths, help 'em out. Their objectives will get done faster.


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RlyDontKnow

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Re: New combat system
« Reply #17 on: September 09, 2010, 07:44:34 pm »
The Rules Department of the Development Team are the ones who deal with this area. They are always understaffed because of the number and size of changes needed. If you are capable of building your own client, or you are good with maths, help 'em out. Their objectives will get done faster.

:thumbup: so true... building your own client isn't that important, maths is more important I think
anyway, you don't necessarily need either. if you're a bit creative or like to do some research on things, you can also help writing crafting transformations (e.g. for alchemy, armor crafting, ...) - there's a lot missing there as well and it doesn't really require any coding/math skills. it can just be written as an excel table which will then be put together properly by someone else :D

bloodedIrishman

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Re: New combat system
« Reply #18 on: September 09, 2010, 07:50:54 pm »
Rlydontknow is overworked. Wont you help him?  :'(

Dracaeon

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Re: New combat system
« Reply #19 on: September 10, 2010, 02:12:26 am »
Damn.  I thought this thread was dead and buried.  Oh well.

As for RlyDontKnows' proposal, good idea.  I might look into that if you can elaborate on exactly what the heck you mean by all that.



DarkShadowSly

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Re: New combat system
« Reply #20 on: September 25, 2010, 12:49:50 am »
I have an idea for a new combat system.  There are a few gray areas that I'm not too sure what to do about, but any input would be great :beta:.

     Basic Combat Combat is an entirely first person thing.  Your blade [or blades] follow your mouse, and you left-click to move your blade forward.  You can either single click [as a thrust] or click and hold, swinging your mouse in the direction you want to blade to go [as a slash].  Enemies, monster or otherwise, should all have a weak point, such as unprotected skin, a crack in armor, etc.  You'll want to aim for these, otherwise you will do minimal damage or none at all.  To block, you just right-click and try to follow the opponents attack, then, if your good, you can follow through with a thrust or something.  I'm not sure about two-weapon combat, the second weapon might just follow your mouse like the first one, but this seems awkward and it will prevent fancy two-handed swordplay.  Again, any input would be great.  Some weapons, like a pike or bow, will require two hands to use.

     Bows  Bows are used in first person as well.  To use the bow, click and hold to set the power.  Let go to set it, and then aim by moving your mouse.  There is a thin blue line that appears, to show the trajectory of the arrow [can be disabled for hardcore users], and then single click to fire.  Fairly simple.  All bows will also have a quality that gets lower with use, like normal weapons.  But all bows will have another important number: the draw weight.  This number determines how strong the bow is, and whether or not you can use it.  If a draw weight exceeds the users strength, aim will be very wobbly and you won't be able to use the bows full strength.  The highter above your strength the draw weight is, the worse these condidtions get.  If crossbows will ever be used in Planeshift, they will operate by pretty much the same system, except that you can't use a crossbow that has a draw weight higher than your strength.  Its impossible, since you can't pull the bowstring all the way back.  The only exception, however, is mechanical crossbows, or pump crossbows, that have the bowstring pulled back mechanically, therefore not requiring strength from the user.  Draw weight will only determine bow strength.
                       
     Magic  Magic is in first person, like all the rest.  Most spells will go straight, making it possible that you will miss the target, although these spells are normally stronger, spells such as Energy Arrow; while some spells will follow the target, making it impossible to miss, although they will get weaker the farther away from the caster they get.  These spells aren't very strong, normally, an example being Taste of Death.  And , finally, some spells will effect the area around you, such as healing spells.  Pretty straightforward.

     Targeting  Targeting will only be used in the homing spells, or to better recognize who you are fighting in a large brawl [although you can fight several people at once, or jump from one enemy to the other, without pausing to  press an attack button.  Combat is only exited when you want it to be, at the press of a button.

     Input would be great, please tell me if you have any suggestions or if I forgot something.  Thank you for your time.
i think this is stupid

Earowo

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Re: New combat system
« Reply #21 on: September 26, 2010, 03:18:49 am »
    i think this is stupid
we thank you for your honest opinion
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Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
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