Combat manauvers
Posted: 25 Feb 2005, 20:33
I was talking in channel about strategy in game. In normal MMORG games, 2 fighters in combat is just. each player click over the enemy and wait to see, the dices rolling over the the table to choose who is winner.
For sword class players this isn't very fun.
I have thinked in combat manauvers to solve this problem.
Every combat manauver should have a new sprite (not attack sprite), just stand sprite, to enemy know which strategy they are using (simmilar to sword fencing positions). If the creation of attack sprites is possible, should be very nice (and fun), see it. Hell.. why only mages have good sprites and magic animation? ;-P
I have think in some manauvers. I will explain 8 (to resamble the magic tree).
* Defend - you stay in defensive position reducing your attack damage, but high your defense. Graphic: Shield at front of body, sword at side of shield. Body pending back. Effect: +5 Defense, Double Shield Defense. -10% attack speed and attack sucess, -50% attack damage.
* Thrust - You attack goes longer than normal, giving you some chance to attack first (against wapons of same size). Graphic: Shield slightly opened, weapon forward pointing the enemy. Effect: -5 Defense, +5 attack, +2 attack range.
* Bash - You open your defense to give a big blow. Graphic: shield down, you raise your weapon and the body is slightly curved back to give a bigger attack. Effect: -50% defense, +200% damage. Reduces speed to the next attack.
* Charge - It's a run and atack manauver. Graphic: Running with weapon drawn. Effect: -10 defense, +10% attack, enemy defense -10%,
* Stun - Attack specific points to cause pain (not damage). Graphic: Weapon near body, to allow a more precise attack. Effect: -50% damage, cause stun.
* Disarm - You attack enemy weapon and arms, trying to disarm it. Graphic: Same as stun. Effect: -50% damage, can drop weapon, cause penalty in next enemy attack.
* Cross weapons - Try to engage enemy weapons. Graphic: Body forward and sword slightly forward. Shield at side. Effect: when engaged in cross swords, no attack can be delivered with the weapon. Should happen a challenge of STR+WeaponSkill of both fighters, the winner delivery the next blow. To begin this manauver the charactes should be near (max. 1 tile away)
* WhirlWind - Turn fighter in a blade fury. Attacking all around. Graphic: Player rolling with swords. Effect: Attack all near enemies. +100% damage, -30% defense.
This should be put as spells for fighters. Spending Mana. And giving XP for that too
Ideas
For sword class players this isn't very fun.
I have thinked in combat manauvers to solve this problem.
Every combat manauver should have a new sprite (not attack sprite), just stand sprite, to enemy know which strategy they are using (simmilar to sword fencing positions). If the creation of attack sprites is possible, should be very nice (and fun), see it. Hell.. why only mages have good sprites and magic animation? ;-P
I have think in some manauvers. I will explain 8 (to resamble the magic tree).
* Defend - you stay in defensive position reducing your attack damage, but high your defense. Graphic: Shield at front of body, sword at side of shield. Body pending back. Effect: +5 Defense, Double Shield Defense. -10% attack speed and attack sucess, -50% attack damage.
* Thrust - You attack goes longer than normal, giving you some chance to attack first (against wapons of same size). Graphic: Shield slightly opened, weapon forward pointing the enemy. Effect: -5 Defense, +5 attack, +2 attack range.
* Bash - You open your defense to give a big blow. Graphic: shield down, you raise your weapon and the body is slightly curved back to give a bigger attack. Effect: -50% defense, +200% damage. Reduces speed to the next attack.
* Charge - It's a run and atack manauver. Graphic: Running with weapon drawn. Effect: -10 defense, +10% attack, enemy defense -10%,
* Stun - Attack specific points to cause pain (not damage). Graphic: Weapon near body, to allow a more precise attack. Effect: -50% damage, cause stun.
* Disarm - You attack enemy weapon and arms, trying to disarm it. Graphic: Same as stun. Effect: -50% damage, can drop weapon, cause penalty in next enemy attack.
* Cross weapons - Try to engage enemy weapons. Graphic: Body forward and sword slightly forward. Shield at side. Effect: when engaged in cross swords, no attack can be delivered with the weapon. Should happen a challenge of STR+WeaponSkill of both fighters, the winner delivery the next blow. To begin this manauver the charactes should be near (max. 1 tile away)
* WhirlWind - Turn fighter in a blade fury. Attacking all around. Graphic: Player rolling with swords. Effect: Attack all near enemies. +100% damage, -30% defense.
This should be put as spells for fighters. Spending Mana. And giving XP for that too
Ideas