Suggestion: Fighting system (I'm sorry :( )
Moderator: Gamemasters
Suggestion: Fighting system (I'm sorry :( )
I have a few suggestions for the fighting system... i know that poor mr Nitram finished it .. but.. erm, i just was inspired now
Armor:
Heavy armor should reduce your chance to hit as well as the chance to dodge (effectivly reducing your agility)... however, to combat it.. there is still new and improved skill.
Heavy Armor Usage
This skill allows a user to use heavy armor without much of a problem. Personally, if i were to wear platemail, i DOUBT that i would even be able to move, let alone fight.
Up to 50%, it works to negate the penalties cause by that one above ^
Above 50%, you have become soo good with the armor, that you actually get a bonus. An enemy looking at an opponent with platemail, will except a slow movement, which would allow you to attempt sneak attacks, and generally surprise to hit more.
=
Health?
A way to see the health of opponents.
Now this would use the anatomy skill, with a penalty for strange creatures (Undead or creatures with strange anatomy), and a bonus for humanlike creatures.
Now, its not fair that everyone sees (for example) 5/10 HP.. instead we shall use a %age.
Now the size of each mark of the scale depends on the skill.
1 mark = 100/[skill amount + 1]
For example, a person with one skill point will be able to see that an enemy is Alive (100%) Half dead (50%) or Dead (0%).
As the skill increases, so will the precision of the reading increase.. up to 100% skill (techinically 99%), where you can see it with pinpoint presicion.
=
Discuss?
Armor:
Heavy armor should reduce your chance to hit as well as the chance to dodge (effectivly reducing your agility)... however, to combat it.. there is still new and improved skill.
Heavy Armor Usage
This skill allows a user to use heavy armor without much of a problem. Personally, if i were to wear platemail, i DOUBT that i would even be able to move, let alone fight.
Up to 50%, it works to negate the penalties cause by that one above ^
Above 50%, you have become soo good with the armor, that you actually get a bonus. An enemy looking at an opponent with platemail, will except a slow movement, which would allow you to attempt sneak attacks, and generally surprise to hit more.
=
Health?
A way to see the health of opponents.
Now this would use the anatomy skill, with a penalty for strange creatures (Undead or creatures with strange anatomy), and a bonus for humanlike creatures.
Now, its not fair that everyone sees (for example) 5/10 HP.. instead we shall use a %age.
Now the size of each mark of the scale depends on the skill.
1 mark = 100/[skill amount + 1]
For example, a person with one skill point will be able to see that an enemy is Alive (100%) Half dead (50%) or Dead (0%).
As the skill increases, so will the precision of the reading increase.. up to 100% skill (techinically 99%), where you can see it with pinpoint presicion.
=
Discuss?
- Garett Gwenour
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Re: Suggestion: Fighting system (I'm sorry :( )
You propose something that is allready in. You become oldHadrian_Abela wrote:Heavy armor should reduce your chance to hit as well as the chance to dodge (effectivly reducing your agility)... however, to combat it.. there is still new and improved skill.
I think the fighting system has enougth skillsHadrian_Abela wrote:This skill allows a user to use heavy armor without much of a problem. Personally, if i were to wear platemail, i DOUBT that i would even be able to move, let alone fight.
Errr... noHadrian_Abela wrote:A way to see the health of opponents.
Nitram
- Garett Gwenour
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Infact the only thing that needs fixing (but is already in process) is making a more definitive difference between a new fighter and a master fighter. As it is the current damage between a new character and an experienced one using the same weapon is pretty minor. That is really all that needs to be fixed.
The damage is not too different. That is caused by the small range of damage the system supports.
The real difference between a strong and a weak fighter shows in the parry and dodge rate.
The difference is fine i think.
You won't see a difference at the mummies. That logical.
You will see a difference at flying or demon skeletons
Nitram
The real difference between a strong and a weak fighter shows in the parry and dodge rate.
The difference is fine i think.
You won't see a difference at the mummies. That logical.
You will see a difference at flying or demon skeletons
Nitram
- Estralis Seborian
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Re: Suggestion: Fighting system (I'm sorry :( )
Would be nice, like having a good old hit point bar over your char's head, deactivatable (what a word!) by hitting F12...Hadrian_Abela wrote:A way to see the health of opponents.
Why not. Nothing I'd spend time for, though.
The rest: See Nitram's post.
- Meriel Pelith
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Re: Suggestion: Fighting system (I'm sorry :( )
I don't like the idea at all, to be honest. It makes PvP fights entirely uninteresting. There's no surpise. You know when you have to run so you don't lose.Hadrian_Abela wrote:A way to see the health of opponents.
If we implement that, we could just as well show the highness of skills in numbers instead of a bar with colours.
- Avalyon el'Hattarr
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- Samantha Meryadeles
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i like that, i like that really. the difference between an experienced fighter and a newb in rl is not how much damage the sword does, it is how good they are with parrying and dodging.The damage is not too different. That is caused by the small range of damage the system supports.
The real difference between a strong and a weak fighter shows in the parry and dodge rate.
The difference is fine i think.
hitting someone with a sharp sword isnt much difference if you are now skilled or not. but the difference of blocking the hiot, or dodging, is much more different by higher and lower training.
- Kevin Lightdot
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