Author Topic: Damage  (Read 2639 times)

Drilixer

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« Reply #15 on: August 28, 2003, 01:41:41 pm »
it would just be a matter of selecting the *presicion mode* and then selecting [insert enemy body part here]

We have a berzerker mode afterall... this would just be at the other end of the spectrum... and notice that this is not replacing the current HP system.. just adding some small bonuses for hitting different areas

Xordan

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« Reply #16 on: August 28, 2003, 01:46:48 pm »
It would take time to work out, but this would work well. It would be useful for armour, as u could armour only u\'r torso, which would gain protection, but not u\'r arms which would take full damage. I think it just helps to add realism into the game.

Isgrimnur

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« Reply #17 on: August 28, 2003, 02:11:07 pm »
If you didn\'t want seperate HP\'s for each body part you could use a system similar to that of the \"Jagged Alliance\" games where there is a single HP bar but different parts of the body can be targeted with the following effects:

Head: Chance of loss of some wisdom stat
Shoulder (Arms): Chance of Loss of Dexterity stat
Legs: Char falls to floor and has to get up again using up Time.

Although in \"Jagged Alliance\" the losses are permanent PS could have temporary and permanent losses used in such a system.

In addition to the above a system to show blood loss was also used in game where any injuries (except things that would not cause bleeding) would drop a set amount of HP\'s but then there is a chance every minute or so for a further loss of 1 or 2 HP\'s from bloodloss. This can be stopped by bandaging these wounds. In order to show this in the Health bar three colours are used as follows:

Red: HP\'s remaining
Orange: Lost HP\'s, no bandaging required (Yellow changes to this once bandaged)
Yellow: Lost HP\'s requiring Bandaging

Bandaging does not recover HP\'s but only stops bleeding so it can be carried out quickly in battle, whereas regaining HP\'s takes time and/or rest.
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Xordan

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« Reply #18 on: August 28, 2003, 04:18:38 pm »
That could be a alternative, or the two ideas could be mixed together somehow.
I dont really mind keeping the current Hp system, but as it\'s very boring and unoriginal (Used in nearly every pc game), I thought we could have summin different.

Wedge

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« Reply #19 on: August 29, 2003, 12:29:33 am »
This has already been done before, and quite well I might add.  So again I reference you all to the ever brillaint Vagrant Story.  There was no dismemberment or anything.  Your character had a central hp that if it ran out, you died, simple.  When striking and being stuck by enemies you chose an area to attack.  Areas would take damage and if they took to much damage it would affect the character appropriately.  Damage to the weapon arm reduced attack power severley, and shield arm was worthless, legs reduced move speed, and I forget the others, I\'d have to look it up.  

This wasn\'t just for humans though, it was applied to every enemy in the game, although smaller creatures were just a single target.  The cool part is different areas have different higher risk/reward rates for hitting them.  Hitting a head is obviously going to hurt more, but is much more difficult to hit.  Also you can do more damage by hitting multiple areas.  

I\'m not sure about the how well the healing would work though.  In Vagrant Story you recovered hp over time, but had to use a healing item or spell to recover wounds (along with hp of course).

I don\'t know how well this would work in the seemingly real-time combat system of the game (Vagrant Story was real-time but paused when you went to attack), but it was very cool.  The range system for weapons where a sphere extended out to show your weapon range was cool too.  And the real-time environment where if an obstruction or other enemy was in the way you would hit that instead (and vice-versa, hilarious when an enemy accidentally hits another).

OK I\'m done rambling, hope that made some sense, and Vagrant Story rules, you must all play it.
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deos

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« Reply #20 on: September 01, 2003, 06:58:11 am »
I think its a good idea in general but amputation is a bit absurd. Granted it would be funny for a PKr to find some helpless welp, cut off both his legs and keep em as souveniers and than follow him until he either logs off or jumps off a cliff to end his misery. That would be hella funny, once, but not practical.

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Zephyrus

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« Reply #21 on: September 01, 2003, 01:00:01 pm »
YAY! another vagrant story fan, I made the ultimate weapon in that game, a holy win with maxed out stats, had to play the game about four times through.. And took me about 200 hours, but it was worth it... ok, maybe not worth it, but I did it anyway. And then I made totally perfect armour too, a Damascus dread shield etc... And everything was equipped with as many Arturous gems as it could take... and then I levelled up Ashley until he was pretty much perfect, and learnt all the break skills too...

Overall I must have played about 500 hours...





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lostprophet

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« Reply #22 on: September 03, 2003, 12:03:16 am »
Now where\'s that link for saddo\'s anonymous...

I like the idea of amputation, but it\'s annoying when it happens to you. In deus ex you can break both your legs and see a health pack sitting on top of a box two feet away but not reach it. The game would have to be designed so you can\'t get stuck if your bits fall off.


Moogie

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« Reply #23 on: September 03, 2003, 06:13:33 am »
Amputation... Good idea, but it\'s not PlaneShift (to steal a quote).

Really, this game is for all ages, and as such there won\'t be any overly violent or graphic circumstances such as being decapitated.

Xalthar

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« Reply #24 on: September 03, 2003, 04:47:58 pm »
Quote
Originally posted by Mogura
Amputation... Good idea, but it\'s not PlaneShift (to steal a quote).

Really, this game is for all ages, and as such there won\'t be any overly violent or graphic circumstances such as being decapitated.


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lostprophet

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« Reply #25 on: September 03, 2003, 05:23:22 pm »
I\'m not so sure about it being all ages, I\'d say 12 minimum (people way older still get confused), and going along the lines that almost all 12 year olds have seen a 15 movie, I\'d say a certain level of violence is ok. Will there be a way to turn blood and gore on/off? A parental lock would be a good idea, especially if parents wanted to block swearwords.


Maynx

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« Reply #26 on: September 04, 2003, 03:55:32 am »
Amputation is funny but not practicle.  A good health system would be the idea of different areas of the body having seperate health, but tied in as a whole. Being that damage in the arm is not as severe as damage in the torso, or the head. But adding to the overall damage inflicted just the same.

Wedge

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« Reply #27 on: September 04, 2003, 05:17:51 am »
Quote
Amputation is funny but not practicle. A good health system would be the idea of different areas of the body having seperate health, but tied in as a whole. Being that damage in the arm is not as severe as damage in the torso, or the head. But adding to the overall damage inflicted just the same.

Yes, that is pretty much exactly what they have in Vagrant Story.  

Oh and Zephyrus, I can\'t believe you upgraded to a Dread shield, that thing is barely better than the Jazzeraint and the Jazzeraint looks soooooo much nicer.  Gotta keep your priorities straight man ;)
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Waylander

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« Reply #28 on: October 12, 2003, 02:53:18 am »
WOW love all the ideas, especialy the blood meter and body part carrying arround thingy, but would the nme have the blood meter and would this make the game lag a lot?
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