Author Topic: Speed of Combat  (Read 1950 times)

Kiva

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« Reply #15 on: November 02, 2003, 04:47:22 am »
D&D is Turn Based? :P

Besides, Dex cound decrease the time between your turns, or something... Like the Final Fantasy battle system.

Then again, it might not be nice doing fighting turn based, as everything else would need to be turn based as well...

Edit: Typo :rolleyes:
« Last Edit: November 02, 2003, 04:48:46 am by Kiva »
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Xandria

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« Reply #16 on: November 02, 2003, 08:44:38 am »
Here\'s what I think (as far as melee goes):

1) Get your weapon and equip it
2) Go out into a battle area
3) Find an enemy
4) Click on the enemy (once)
-> Your character then engages the enemy in melee combat
5) Somehow the first attacker is determined*
6) Since the recipient is ready they will have the opportunity to block the attack
7) Now you enter full combat mode, and select your stance

A) Defensive

i) Wait for your opponent to make their attack
ii) You attempt to block their attack, with your character\'s and gear\'s attributes calculating the time required to prepare for the next attack.  If your oppenent can attack faster than you can block, you will automatically fail to block 50%* of the time
iii) If you succeed in blocking, there is a chance that your opponent is thrown off guard.  You can then make an attack (with 0% chance of being blocked), and either choose to switch to an attack stance or stay defensive.
iv) If you fail to block, damage is calculated and you return to your defensive stance.
v) Repeat as necessary

B) Offensive

i) Attack as soon as fast as your attributes and gear allows
ii) Your oppenent will then make a calculated chance to block
iii) If they fail to block, damage is distributed accordingly, and you prepare to make your next attack
iv) If they succeed in blocking, you deal no damage, and there is a chance for you to be thrown off guard.  Your oppenent then gets a free hit off of you
v) Repeat as necessary

*There\'ll be some better way of calculating this in-game, but it needs to be mentioned here

Basically, I\'d like a system where it\'s not a completely monotonous turn-based system, but not a rapid click-fest either.  Your and your oppenent\'s attack/defend speed will determine how often hits are laid and how often they are blocked.  If you can attack a lot faster than they can defend, you\'ve got it easy.  If you can\'t, then it\'s possible to sit and try to block each attack with the hope of throwing them off guard.  And if you\'re too slow to attempt to block each attack, you\'re toast  :(

I like this arrangement, because you could account for a lot more variables, and create strategies.  Ex: Your enemy may have a very large broad sword equipped, but if he\'s a bit slow and you\'re good at defending, just sit there and block his attacks; after a short while, his heavy sword will start to wear him down, decreasing his attack rate, allowing you to then attack on your own when he\'s too tired to defend.


Disclaimer: I have no real-life combat experience.  This is simply a summary of things I have learned from playing other games and is a rough opinion of how I think game combat should be implemented.  It\'s also very late at night :)

How I set my timezone:

ln -sf /usr/share/zoneinfo/Antarctica/Davis /etc/localtime

elscouta

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« Reply #17 on: November 02, 2003, 10:12:41 am »
Your system looks great but how poor mages will be able to cast their uber-powerful spell?
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lynx_lupo

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« Reply #18 on: November 02, 2003, 06:45:20 pm »
Let\'s just wait for CB. We know there will be combat in it, so let\'s wait and see how the devs envisioned and implemented it. Maybe they already have a \"perfect\" solution?!
"Amor sceleratus habendi"- Ovid
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I3lack Templar

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« Reply #19 on: November 03, 2003, 06:49:49 pm »
Whatever the Compat Style is, I pray to whatever Deity That it is NOT Point and click.

Please let it not be point and click.

Wait a minute.......Since this game is First Person....

OMG I JUST GOT A BRAIN SHOCK!

For those who want to do Range attacks... (Archers and the like)  Let THEM aim and shoot. Like a FPS! And Give them a Targeting Retical Like Ghost Recon or Deus Ex!
And thier Dexterity can Affect How Quickly thier Retical returns to the center! Or how big the Area of Absoulute Accuracy is! (The area on a retical where its a garenteed hit) Think Ghost Recon where the Retical is affected by Movment, Stance and Weapon. Or Soldier of fortune.
To live, seeking death is a pointless endevour. But to die, seeking life, is a warriors greatest dream. Soon, all will know the name of Skaarj Der\'akoon

_Yuhevon_

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« Reply #20 on: November 09, 2003, 07:51:56 am »
You know what. FF7 was an ATB!! You silly!! EQ has an ATB system yet it is also  point and click. I beg of you genius masterful devs not to make it point and click. That is the most annoying thing in the world and half the reason i quit EQ. Some how there could be an automatic target acquirer that acquirers the nearest npc or mob and puts them in your target window along with level stats etc.     So that way you can press an attack button and you got yourself a fight without freaking trying to click on that freakin son of a monkey fist lovin fish monster. I3black templar is a genius by the way : ). SOCOM plus Planeshift = Masterpiece : ). Or the bow and arrow type thing in Dynasty Warriors 3. And the monster could take more damage when hit in the head etc. less damage in limbs etc. Great for my Guild Wars idea in the PvP section. You could have a sniper type dude. Oh man im goin crazy with all these ideas and such a young game!!!!
-Yuhevon       Strength and Wisdom of the Fire