Heavy strikes

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PurpleMonkeys
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Heavy strikes

Post by PurpleMonkeys »

I think that, along with the extra damage, you should get certain things happen to you when hit heavily in certain areas...

HEAD: Blurred vision (looks like fog/blood)
CHEST: Weakens your armor for a short time
ARMS: Slows your attacks
HANDS: Weakens your attacks
LEGS: Cripples you for a while (the same as if you walked on forest ground, maybe?)
FEET: Knocks you back a tile or two
1d20
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Post by 1d20 »

Suggestion of the month
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Kulden
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Post by Kulden »

defenitely i like it
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Llama
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Post by Llama »

Agreed, though feet might need a bit of work in case you're surrounded and getting beaten up by multiple people - and you just escape because someone kneecapped you
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Tanistian_Kanea
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Post by Tanistian_Kanea »

i think something with these ideas was tried before, but no one came up with good effects.

On that note, I like this idea.
Rekarafi
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Post by Rekarafi »

Agreed, instead of one thing.

Pushing back when heavy feet hit?

I mean...if someone smashes a hammer to the ground and makes entrails out of your feet...you are not pushed back.
I would suggest that you cant move for a certain time.

And...the things should affect NPC monsters too (well, their vision is crap, but slower attacks/movement or weaker attack/defense is cool)
Also, heavy hits !could! reduce armor quality. I mean, a hell of a smash against your head...your helmet wont be brand new afterwards, aswell as your head ;-)


But goddamn YEAH, suggestion of the month!
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nmaguire
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Post by nmaguire »

Why not have 10 second stat penalties then?

HEAD: Blurred vision (looks like fog/blood) (Perc -2)
CHEST: Weakens your armor for a short time (Strength/Const -2)
HANDS: Weakens your attacks (Dex -2)
LEGS: Cripples you for a while (Agility -2)
FEET: Knocks you back a tile or two (Agility -2)
Rekarafi
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Post by Rekarafi »

nmaguire wrote:Why not have 10 second stat penalties then?
CHEST: Weakens your armor for a short time (Strength/Const -2)
Why strength?
This would reduce your weapon damage and increase your armor's weight.
And i think 10 second is too less...30 secs or a minute, cause heavy hits are kinda rare...
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nmaguire
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Post by nmaguire »

Not that rare...

Why not strength? Suggest something better then.
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Tanistian_Kanea
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Post by Tanistian_Kanea »

nmaguire wrote:Not that rare...

Why not strength? Suggest something better then.
i like monkey's idea's better
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nmaguire
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Post by nmaguire »

I just thought stat penalties would be easier to script.
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PurpleMonkeys
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Post by PurpleMonkeys »

Hm, I think it would make more sense if the chest hit also knocked you back.. and the feet immobilizes you(Or however you spell that)
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Juliana D'cheyne
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Post by Juliana D'cheyne »

Basically you are talking of taking something away from the fighters now.. some kind of functionality and also more likely to affect new players and ghosting if stats adjusted which won't make many happy. IMO you are best to add not remove.
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PurpleMonkeys
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Post by PurpleMonkeys »

* You get hit in the head, and suddenly you're a genius *???

Edit: This IS Adding in a way, because it can happen to the monsters too! Maybe for blurred vision, the monsters are blind for a few seconds( Thus making them stop attacking, or simply making them miss very often )
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Drakon
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Post by Drakon »

What about a chance of dropping your weapon when your hands are heavily hit? (The weapon is "teleported" from your weapon slot to a random tile in the radius of...let's say...2 or 3 tiles around your char)
Last edited by Drakon on Wed Sep 02, 2009 8:33 pm, edited 1 time in total.
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nmaguire
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Post by nmaguire »

That'd just end in people stealing each others swords..
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Post by Rekarafi »

I dont think so. The weapon loss system i find very good.
If its a friendly hunting or duel, each other will get the weapon back.
But if its the hunt of a criminal, and he looses his sword, this makes GREAT RP, dont ye think?
I mean, yes, if they dont like you, your swords are gone. So duel with ones around they like you.

But the idea of loosing weapons/shields is just kewl

#me likezzzz!

And yeah, the chest could push you back and the feet stop you from moving.
Weakening the armor is no good idea and maybe hard to script. (heavy hits always weaken armor so a hit at the hands will weaken gloves, f.e.
Not only the chest and not for a little time, the weakening is forever/until repair)
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Llama
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Post by Llama »

Pushing back isnt all that useful you know.

I like the stat penalty ideas, very easy to script and would work easily as well on monsters if I remember correctly.

Immobilising the character is impossible to do coding-wise, unless you also stop him from attacking. Which would be blatently overpowered.
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AlexRose
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Post by AlexRose »

Hadrian_Abela wrote:Pushing back isnt all that useful you know.

I like the stat penalty ideas, very easy to script and would work easily as well on monsters if I remember correctly.

Immobilising the character is impossible to do coding-wise, unless you also stop him from attacking. Which would be blatently overpowered.
Just take away his agility points for a few seconds.
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Juliana D'cheyne
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Post by Juliana D'cheyne »

AlexRose wrote:
Hadrian_Abela wrote:Pushing back isnt all that useful you know.

I like the stat penalty ideas, very easy to script and would work easily as well on monsters if I remember correctly.

Immobilising the character is impossible to do coding-wise, unless you also stop him from attacking. Which would be blatently overpowered.
Just take away his agility points for a few seconds.
So you are not only hit and loose health points, but can't outrun the monster if needed? With potions not working well (can only take under ideal non-fighting situations), this doesn't leave a fighter much choice.
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PurpleMonkeys
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Post by PurpleMonkeys »

Life's a bitch.
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Mr. Cromwell
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Post by Mr. Cromwell »

That's hardly an adequate argument to justify implementing the kind of change that was suggested.

Moreover, I'd wait and see how HC the eventual tweak of the fighting system is before anyone spends time on scripting this.
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Olaf Tingvatn
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Post by Olaf Tingvatn »

yes, what cromwell said. they are allready making a new figting system..lets see what 'that' does before we get all poke and scratch with the old system. but i DO like the idea..best idea ive heard in some time :)
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Aust
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Post by Aust »

Personally I like the blured vision idea, but I wouldn't like to see the rest implemented. I am against any further randomization of the fighting system, really.
wilf
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Post by wilf »

i like tha hole idea... but i think... you would be punched back when you are hit in tha face or the Chest i think...(to come back to the leg, and foot discussion^^)
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maryday
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Not randomisation! Specialisation!

Post by maryday »

weapon class dependant?

-knock back or stamina loss from clubs , staves and unarmed style maybe...also slings?
-crippling/temp.attrib.(DEX/AG)dmg. from slashing weapons...maybe also bows?
-temp.attrib.(STR/CON)dmg. from daggers and spears..crossbows?
-elemental or poison dmg. on char affecting WIL/INT?
-magical weapons affecting ESS?

JUST wondering...
there could also be a weapon/weapon or a weapon/armour concurrence table,
defining certain weapons to be more sufficent against certain armor types.

fire ->fur;
piercing ->leather;
dull/concussion, unarmed(staves?) ->light armour, armourless;
slashing ->medium armors, armourless;
sharpened/concussion(slashing?) ->heavy armours;

AND

leather ->poison or fire!?;
fur ->dull/concussion;
heavy armor ->piercing;
chain ->slashing;

Maybe a sensible idea towards creating "usable" clothes?
(a smiths apron, protecting from heat and poison maybe,
a waxed raincoat, protecting from poisons,
an impregnated, heavy padded chain robe, protecting nicely from cold and weathers alike even the heaviest swordstrikes ,
yet slowing its bearer down accordingly...)
:twisted:
HA!!!1!1!
"variable"items?
is there "space" for adding a single digit marker for each weapon/armour, set to 0 generally (maybe hidden in description), where one can enhance the item?
Maybe another idea to make use of the
unique item name system?



like:
(NEEDed items have to be part of the payment for the "item renamer", beside the coin fee;)

clothes:
-waxed (weather resistance,NEED:10wax);
-waterproofed (increased weather resistance/light poison resistance,NEED:2wax,15firnis,2ashes);
-golden warped (fire resistance/slashing resistance/durability+,NEED5gold ingot,5at least good needles to be used up);

leather:
-waxed..
-impregnated...
-wool padded
-steel enforced (don`t we have some already, so zzzhis might be left away)..

metal:
-cold smithed (durability+,slashing resistance)
-Merinium/Gold studded (durability+, magic resistance)

on and on..

Maybe start with weapon dependant critical hits and mistakes...
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Llama
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Re: Not randomisation! Specialisation!

Post by Llama »

maryday wrote: JUST wondering...
there could also be a weapon/weapon or a weapon/armour concurrence table,
defining certain weapons to be more sufficent against certain armor types.
Yes, the new fighting system will be all about that. Totally.
Joxini Baenra
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Alllllllrighty.

Post by Joxini Baenra »

So heres how i think it should go..

Head - Damage. (You get hit on the head[including the neck, head is shoulders up]) Your dead with most weapon classes.
Chest - Cuncussion (W/e you spell it) winds you, Makes you hit slower until you "Catch your breath"
sword - more damage.
Hands - Concussion, you will lose a weapon (<3 that idea)
Slashing - the person either doesnt parry that well, or they dont hit as fast for a bit
legs - Concussion/slashing same effect. Less dodgeing ability. Think about it. You use your mace on a kneecap BAM they cant move on leg and they wont be able to dodge as good. or slash the akilies tendon at the back of your heel and you cant dodge.
Feet - (the hard one) I dont know if you should even be able to land a strike on the feet of a person. You tell me who in the middle of a swordbattle are bending over to hit the guys feet as hard as they can.
ANYWHO (Ut oh mages your gonna HATE me..) If i had to say something it would probably be you cant move (Ouch fighters) or cast spells (Im gonna get my head bitten off) Because of the excrutiating pain.

Dont flame me to much please.. ._.

Edit: Yea.. Also if your fighting a monster lets say a demon skeleton and he drops his weapons (Magical longsword) Does that drop and i can pick that up too? :D

Edit2: Also wouldnt that be hard to script? Like every monster dropping a different weapon? hmmm
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