Resistance types
Posted: 06 Dec 2013, 19:12
First of all, thanks to the developers for holding the meeting yesterday.
This idea was originally suggested by Hello=) in the meeting, I'm just expanding it a bit.
I know nil about scripting or anything technical. So I know nothing about the feasibility of this idea. It's just a suggestion.
The idea suggested was that resistance types be applied ingame to mobs. Not just Def and M. Def, but defences against different types of weapons. Skeletons would be more resistant to the bow than to the slingshot, etc. Like in games like Wesnoth. This can also allow creation of mobs for a particular class. You need drops? Fight the monsters compatible for your class which give those items. Critical hits would have lesser power against mobs which have resistances to those types of weapons (or more power too). In pokemon (is jeered at by everybody), a fire type move might critical a water type pokemon, but the damage is just a little above normal.
In PvP, banshees are said to pawn all. Mostly because of the criticals. But if armour was given these types of resistances too, the criticals also would become weaker, allowing warriors to gain some advantage at least. Of course, armour should then also have some disadvantages such as, maybe, increasing attack and walk delay, etc. And, for the archers, some spell could be created which converts arrows into, say, fire arrows, which would gain a bonus against certain types of armours. (As it is, elemental types are going to be introduced into this game.) But using those arrows could increase their attack delay. So what, just use concentration potions?
viewtopic.php?f=4&t=17820
If this ever goes through, it might be managable.
This would also mean that different situations call for different types of outfits. No outfit would really be considered the best. Damage done by a Fire Skull could be particularly bad against a steel clad warrior, etc. Not going to try to speak about details.
Not feasible? Feasible but a bad idea? Feasible and a good idea, but too much of a pain to implement?
This idea was originally suggested by Hello=) in the meeting, I'm just expanding it a bit.
I know nil about scripting or anything technical. So I know nothing about the feasibility of this idea. It's just a suggestion.
The idea suggested was that resistance types be applied ingame to mobs. Not just Def and M. Def, but defences against different types of weapons. Skeletons would be more resistant to the bow than to the slingshot, etc. Like in games like Wesnoth. This can also allow creation of mobs for a particular class. You need drops? Fight the monsters compatible for your class which give those items. Critical hits would have lesser power against mobs which have resistances to those types of weapons (or more power too). In pokemon (is jeered at by everybody), a fire type move might critical a water type pokemon, but the damage is just a little above normal.
In PvP, banshees are said to pawn all. Mostly because of the criticals. But if armour was given these types of resistances too, the criticals also would become weaker, allowing warriors to gain some advantage at least. Of course, armour should then also have some disadvantages such as, maybe, increasing attack and walk delay, etc. And, for the archers, some spell could be created which converts arrows into, say, fire arrows, which would gain a bonus against certain types of armours. (As it is, elemental types are going to be introduced into this game.) But using those arrows could increase their attack delay. So what, just use concentration potions?
viewtopic.php?f=4&t=17820
If this ever goes through, it might be managable.
This would also mean that different situations call for different types of outfits. No outfit would really be considered the best. Damage done by a Fire Skull could be particularly bad against a steel clad warrior, etc. Not going to try to speak about details.
Not feasible? Feasible but a bad idea? Feasible and a good idea, but too much of a pain to implement?