Heavy strikes
Moderator: Gamemasters
- PurpleMonkeys
- Posts: 631
- Joined: Wed Jan 28, 2009 9:58 pm
Heavy strikes
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
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
- Tanistian_Kanea
- Posts: 646
- Joined: Mon Aug 14, 2006 2:22 am
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!
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!
- Tanistian_Kanea
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- PurpleMonkeys
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- Juliana D'cheyne
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- PurpleMonkeys
- Posts: 631
- Joined: Wed Jan 28, 2009 9:58 pm
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.
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)
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)
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.
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.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.
- Juliana D'cheyne
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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.AlexRose wrote:Just take away his agility points for a few seconds.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.
- Mr. Cromwell
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- Olaf Tingvatn
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Not randomisation! Specialisation!
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...)
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...
-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...)
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...
Re: Not randomisation! Specialisation!
Yes, the new fighting system will be all about that. Totally.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.
-
- Posts: 19
- Joined: Fri Sep 11, 2009 10:01 pm
Alllllllrighty.
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?
Edit2: Also wouldnt that be hard to script? Like every monster dropping a different weapon? hmmm
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?
Edit2: Also wouldnt that be hard to script? Like every monster dropping a different weapon? hmmm