Greetings!
For all of you interested in Rules and the new combat system under development I'm opening this thread both to keep you up to date with the latest development news and hear your opinion about things that will need to be addressed about combat.
First of all a few words about the new system: beside the current system which allows you to make a "standard" attack you'll be able to queue up to 5 "
special attacks" or "
special maneuvers" (as I favour to call them).
These special attacks will work in a similar fashion like spells, so upon relying on the powerful scripting interface we can have these attacks buff/debuff stun the attacker or the defender and finally play a graphical effect and sound like spells.
Each attack can have prerequisites like require a certain strength or agility, skills requirements, race, etc.
The results we would like to achieve with the new system are:
- create a realistic system with different styles to suit everyone need and taste
- make a realistic system (while still preserving gameplay) with the ability to make maneuvers and counter-maneuvers. (The system I have in mind may resemble the late medieval - early renaissance european swordplay styles).
- Attacks are not spells: we don't want the two systems to overlap (aka attacks will not be just a different form of spellcasting/magic)
- the system will encompass all type of (implemented) weapons and some style will be cross-weapon
- some basic special attack will be available to anyone (as long as they've the prerequisites) some other will be purchasable by trainers or by completing quests
You can find the latest informations on styles and special attacks in the
wiki.
One last very important thing I want to mention is the current system will force us to make substantial changes to the already existent system, including the standard attack. I will not go down into boring math details, our objective would be to keep the same damage output we have at the moment.
Suggestions, questions and comments are welcome