Combat Move-set System

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Salathe
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Combat Move-set System

Post by Salathe »

Here is a full blown proposal I have been working on for a while now.

If any devs **ACTUALLY** like this idea, I’d be very glad to discuss it further, since much of this is limited by general lack of knowledge on how things technically work in this game. And I will gladly lend my time and brain to help. Though I have a feeling this will be shot down instantly.

The general idea is to introduce a lot of diversity into the fighting system. And make it a lot more player strategic than stat/skill strategic.

I tried to make this as codeable as possible, though some things I think may not be able to be coded.

Notes to clarify what I am talking about in this post.
-The recent addition of a character being slowed everytime he is hit, I refer to here as “Stun”.
-Easy opponents– flies, zombies etc… (~lvl 1-33)
-Moderate opponents – Ogres, Skeletons, etc… (~lvl 34-63)
-Hard opponents – Demon skeletons, Golems, etc… (~lvl 64-100)
-These moves will use the food bar, so when I refer to energy consumption, I refer to this food bar.
-Cooldown means that this is the period of time before you can use any other move. Your character will attack as normal in this time.
-Bonus attack is an attack that occurs in the middle of combat, regardless of speed

So here is my Combat Move-Set System

****Multicombat Moves**** (These moves aren’t one time use, they last until you manually stop them, or run out of food energy, no other moves can be used while these are in play.)

Dual combat – The ability to fight 2 enemies at one while dual wielding.
Weapons required: Any two 1h weapons (including unarmed).
Energy consumption: Moderate
Skills required: See below.
Stats required: See below.
How to work techinally : Open skill menu and choose dual combat, ctrl click on two target and your strikes will be halved between them.
-Regular Dual combat - lvl 15 weapon skill and tactics. 10+ dex and 10+ agi
Against easy opponents – Receive minor stun
Against moderate – Receive High stun
Against hard opponents – Completely overwhelmed by stun.
-Improved Dual Combat - lvl 60 weapon skill and tactics. 12+ dex and 10+ agi
Against easy opponents – Small stun
Against Moderate – Minor stun
Against hard opponents – High stun
-Mastered Dual Combat lvl 95 weapon skill and tactics 15+ dex and 13+ agi
Against easy opponents – Very small stun
Against moderate – Small stun
Against hard opponents – Minor stun

Triple Combat – Allows an opponent to fight up to 3 opponents dual wielding.
Weapons required : Any two 1h slash/conc/wrestle weapons.
Energy Consumption: high
Skills required: Lvl 100 weapon skill and lvl 100 tactics
Stats required: 15 dex and 15 agi and 10 percep
How to work Technically: Open skill menu and choose triple combat, then choose 3 opponents.
Against minor opponents - small stun.
Against moderate opponents- moderate stun
Against hard opponents – Above average stun.

Cleave – Ability to strike multiple enemies in a single blow with a large weapon
Weapons required: All 2h except staves.
Energy Consumption : Moderate
Skill required: See below.
Stats required : See below.
How to work technically: Open skill menu, choose cleave, the the number of enemies possible.
-Regular cleave - lvl 15 weapon skill and tactics. 10+ dex and 10+ str. Can only strike up to 3 opponents that are in the 3 squares infront of you. Against easy opponents – Receive minor stun
Against moderate – Receive High stun
Against hard opponents – Completely overwhelmed by stun.
-Improved Cleave - lvl 60 weapon skill and tactics. 12+ dex and 12+ str. Same as above.
Against easy opponents – Small stun
Against Moderate – Minor stun
Against hard opponents – High stun
-Mastered Cleave lvl 95 weapon skill and tactics 15+ dex an 15+ str. Can strike any number of enemies to either side and the 3 squares infront.
Against easy opponents – Very small stun
Against moderate – Small stun
Against hard opponents – Minor stun


Staff Battling
(For lack of a better name) – Allows a staff user to fight multiple opponents. Quick attacks with high stun, hit randomly among allowed # of opponents
Energy Consumption: Moderate
Weapons required: Any staff.
Skill required: See below
Stats required: See below.
How to work technically: Open skill menu, choose staff battling, attack # of allowed opponents.
-Regular staff fighting – Lvl 35 Concussion and lvl 35 tactics. 10 agi, 8 percep, 10 dex. Attacks 2 opponents
Against Easy opponents – Quick speed, minor stun
Against moderate opponents – Moderate speed, moderate stun
Against hard opponents – slow speed, high stun
-Improved Staff fighting - Lvl 75 Concussion and lvl 75 Tactics. 13 agi, 9 percep, 10 dex. Attacks up to 3 opponents.
Against Easy opponents – Fast speed, small stun
Against moderate opponents – Quick speed, minor stun
Against hard opponents – moderate speed, high stun
-Master Staff fighting – Lvl 95 concussion and lvl 95 tactics. 15 agi, 14 percep, 12 dex. Attacks up to 3 opponents
Against Easy opponents – Very fast, little stun
Against moderate opponents – Fast, Minor stun
Against hard opponents – Quick, moderate stun

Double Arrow – Allows an archer to shoot 2 opponents at a time.
Energy Consumption: Moderate
Weapon Required – Any bow
Skills required – see below
Stats required - See below
How it technically works: Open skill menu, choose double arrow, select 2 opponents
-Regular Double arrow - Lvl 50 Range, lvl 50 tactics. 12 percep, 10 dex
Noticeable slow attack speed.
-Mastered Double Arrow – Lvl 95 Range, lvl 95 tactics. 14 percep, 12 dex.
Bit slower than normal attack speed, can do from further range than regular double arrow.

Triple Arrow – Allows an archer to shoot 3 opponents at a time. Slower than mastered double arrow, not as far of range.
Energy Consumptio: High
Weapon Required – Any bow
Skills required- Lvl 95 Range, lvl 95 Tactics. 16 percep, 15 dex

****General Combat moves*****

Lunge – Leap forward, slight stun allowing user first strike (slight dmg bonus). Jumps 2 spaces.
Energy Consumption: slightly moderate
Weapon Required – Any non ranged weapon.
Skills required – Lvl 40 weapon skill and tactics
Stats required – 14 agility
Energy Consumption: slightly moderate
Cooldown: 2.5s
How it technically works: Be in attack mode (Non multi combat), 2 space gap between user and opponent. Open skill menu and select lunge.

Sidestep – User moves to opponents side striking at his weak spot. Jumps user without delay to opponents side, slight dmg bonus. Move has a chance to fail. In case of failure the user stumbles to random spot and has a short paralysis. Always moves player to the left of, if left of is blocked, then player is moved to the right. Skill not possible if both sides of opponent are blocked.
Weapon Required – Any non ranged weapon
Skills required- Lvl 60 Weapon skill and tactics
Stats required – 14 agi and 11 dex
Energy Consumption: Slightly moderate
Cooldown: 3.5s
How it technically works: In attack mode (non multi combat), facing opponent. Open skill menu and select sidestep.

Tackle – User leaps 2 spaces and knocks opponent to the ground, leaving them paralysed. Highly successful from behind. In case of failure, user falls to random spot and is paralysed shortly. No damage. Used to stop runners.
Weapon Required – None
Skill Required – Lvl 50 tactics
Stat required – 14 agi, 14 str
Energy Consumption: High
Cooldown: 5s
How it technically works: In attack mode (non multi combat), open skill menu and select tackle.

Opportune Strike – Can only be used after a critical hit. Short time period for use. Deals slight damage bonus and paralyzes target.
Weapon reuired – Any Non Ranged.
Skill required: Lvl 60 weapon skill and lvl 60 Tactics
Stats Required: 10 dex, 12 agi
Energy Consumption: High
Cooldown: 5s
How it technically works: In attack mode (non multi), user deals critical strike and has 3 or 4 seconds to open skill menu and use this attack.

Whirlwind – Strikes all players surrounding user, Knocking them back. ****can be used during cleave/staff battle****
Weapon required – Any 2h weapon
Skill Required – Lvl 90 weapon skill and tactics
Energy Consumption – Very High
Cooldown – 7s
How it Technically works: Select move, at next available attack, user will strike every surrounding enemy, all successful hits will knock opponent back 2 squares, with short paralysis. Attack graphic appears in each spot

Tornado – Strikes all players surrounding user with 1h weapon. No knock backs ***Can be used during dual/triple combat***
Weapon required – Any 1h weapons
Skill required – Lvl 90 weapon skill and tactics
Energy consumption – very high
Cooldown- 6s
How it technically works – Same as above, but no knock back.

****Slashing Moves****

Cross Slash - Bonus attack dealing slight damage increase.
Weapon required – Any 1h slash weapon
Skill required: Lvl 30 Slash and tactics
Stats required: 10 dex
Energy Consumption: Minor
Cooldown: 4s.
How it technicall works: A bonus hit sword slash appears on enemy, no stun.

Power Strike – User pauses for storing power, but deals a very powerful strike, high chance of success.
Weapon required – Any 2h slash
Skill required – Lvl 70 slash and tactics
Stats required – 14 str
Energy consumption – High
Cooldown – 6s
How it technically works: Player chooses move, when he is next ready to attack, there is a 3s pause added on the current delay. Leaves a bloodstain if connects.

Rapid Strike – Increases speed for short time.
Weapon required – Any slash weapon.
Skill required - Lvl 55 slash and tactics
Stat required – 13 agi.
Energy consumption: High
Cooldown: 7s
How it technically works: After the move is selected, speed is increased for 4s.

Calf Strike – User strikes opponents calves, making lowering their ability to dodge. No damage bonus
Weapon required – Any slash weapon
Skills required – Lvl 40 slash and tactics.
Stat required – 10 dex.
Energy consumption – High
Cooldown – 2s
How it technically works: Select move, if the next hit is successful, then their dodge will be very low for 4 seconds.

Heel Strike – User strikes at opponents heel making them VERY slow (movement wise) Used to catch runners. No damage bonus
Weapon required: Any slash weapon
Skills required – Level 60 slash and tactics
Stat required – 10 dex
Energy Consumption: High
Cooldown – 2s
How it techinally works: Select move and your next strike (if successful) will slow the movement of your opponent for 5s.

****Puncture Moves****

Knife Dance – Strikes multiples times instantly.
Weapon required – 2 puncture weapons
Skill Required – Lvl 75 puncture and tactics
Stat required – 13 agi and 12 dex.
Energy consumption – moderate-high
Cooldown – 5s
How it technically works – Select move, in the next second 5 bonus hits will be performed.

Stab and Tear – User stabs the opponent and tears his skin, leaving him to take damage over time.
Weapon required- Any puncture weapon
Skill required – Lvl 30 puncture and tactics
Stat required – 10 dex and 12 str
Energy consumption – low-moderate
Cooldown: 3.5s
How it technically works- Select move, next attack (if successful) the player will start bleeding and take damage (according to user skill) 3 times

Puncture Armor – User punctures a hole into opponents armors. Lowers opponents defense and armor durability.
Weapon Required- Any puncture weapon
Skill required – Lvl 65 puncture and tactics
Stat required – Str 14
Energy Conspumption – High
Cooldown- 5s
How it technically works – Select move, on next attack (if successful) the opponent will have a loss of defense for 4 seconds.

Followthrough – User deals a bonus hit after a dodge. Can only be used after a dodge
Weapon required – Any puncture weapon
Skill required – Lvl 50 puncture and tactics
Stat required – 13 agi, 10 dex
Energy consumption – Moderate
Cooldown – 3.5s
How it technically works – After a dodge, the move is available for 2 seconds. Deals a bonus hit when selected.

****Concussion Moves****

Clobber – User’s speed and accuracy raise slightly.
Weapon required – dual wield concussion.
Skill required – Lvl 60 concussion and tactics
Stat required – 14 str
Energy Consumption – Moderate-high
Cooldown – 4.5s
How it technically works – Select move, for the next 4.5 seconds the user will have a slight increase in speed and accuracy

Concuss – User aims for opponents head, slight paralysis and slightly weaker than a normal attack.
Weapon required – Any Conc weapon
Skill Required – Lvl 35 conc and tactics
Stat required – 10 percep
Energy Consumption – Moderate
Cooldown – 3.5s
How it technically works – Select move, a bonus attack occurs, if successful, opponent is paralyzed for 1.5 seconds

Thigh Strike – Strikes opponents thigh making it hard to dodge.
Weapon required – Any conc weapon
Skill required – 40 conc and tactics
Stat required – 12 str
Energy consumption – High
Cooldown – 2s
How it technically works – Select move, use on next hit. if success, opponent will not be able to dodge for 4 seconds

Ram – User uses weapon to ram the opponent, Causing them to fall in a random direction, and making their movement slow.
Weapon required – Any conc weapon
Skill required – 60 conc and tactics
Stat required – Agi 10, Str 12
Energy Consumption – High
Cooldown – 2s
How it technically works – Select move, on next hit (if successful) opponent will jump to a random adjacent tile, and then be very slow (movement wise) for 4s.

Smash – User powers up and deals heavy damage to opponent.
Weapon required – Any conc 2h
Skill required – lvl 70 con and tactics
Stat required - 14 str
Energy consumption – moderate high
Cooldown – 4s
How it techinally works – Select move, at next available hit, player pauses for 2 seconds then deals heavy damage, chance of paralysis and knockback.

****Wrestling Moves****

One-Two Punch – User hits opponent with a strong follow through attack.
Weapon required – unarmed
Skill required – Lvl 30 wrestle and tactics
Stat required – 12 dex
Energy Consumption – small-moderate
Cooldown – 3.5s
How it technically works- select move, 2 bonus attacks. The second is stronger.

Leg Sweep – User sweeps the enemy, tripping them. Short paralysis, minor damage
Weapon required – unarmed
Skill required – Lvl 50 wrestle and tactics
Stat required – 12 str, 12 agi
Energy Consumption – Moderate
Cooldown – 4s
How it technically works – Select move, at next attack (if successful) opponent will take minor damage and be shortly paralyzed.

Disarm – Removes opponents weapon (to belt), and short paralysis.
Weapon Required – unarmed
Skill required Lvl 80 Wrestle and tactics
Stat required – 14 dex, 12 agi
Energy Consumption – Moderate-High
Cooldown – 5s
How it technically works – Select move, on next hit (if successful) opponent loses his weapons to belt and is forced to be unarmed for 5s.

Subdue – User takes opponent to the ground, completely paralyzing them.
Weapon Required – unarmed
Skill required – lvl 65 wrestle and tactics
Stat Required – 14 str, 12 dex
Energy consumption – Very high
Cooldown – 5s
How it technically works – Select move, on next attack (if successful) opponent will be completely paralyzed for 4 seconds.

***Ranged Moves****

Precise Shot – Users takes time to aim and hits a crucial spot dealing heavy damage. Extremely accurate
Weapon Required – Any ranged weapon
Skill required – Lvl 50 Ranged and tactics
Stat Required – 14 percep, 12 dex
Energy Consumption – Moderate-high
Cooldown – 4s
How it technically works – Select move, at next hit, user will deal heavy damage to opponent.

Leg Shot – User aims for the opponents legs, slowing his movemenyt, no extra damage
Weapon required – Any ranged weapon
Skill required Lvl 65 range and tactics
Stat required – 14 percep, 12 dex
Energy Consumption – moderate
Cooldown – 4s
How it works technically – Select move, at next hit (if successful) opponent’s movement will be slowed for 4s.

Rapid Fire – User begins to fire in a rapid manner.
Weapon required – Any ranged weapon
Skill required – Lvl 35 range and tactics
Stat required – 13 agi, 13 percep, 10 dex.
Energy consumption – Moderate
Cooldown – 4.5s
How it works technically – Select move and user’s speed raises.

****Shield Moves****

Shield Bash – User bashes his opponent with his shield. Short paralysis, chance of knock back.
Weapon reuired – A shield
Skill required – Lvl 45 tactics
Stat required – 12 str
Energy consumption – Moderate
Cooldown – 3.5s
How it Technically works – Select move, bonus attack that deals damage to enemy, short paralysis, chance of knocking the player to a random adjacent tile.

****Focus Moves****

Strik Focus(conc/slash/range/wrestle) – User focus’s his attacks raising successful hits
Weapon required – Any
Skill required – lvl 30 weapon skill and tactics
Stat required – 10 dex
Energy Consumption – moderate-high
Cooldown – 6s
How it technically works – Select move and player’s success of hitting enemy increases for 5s.

Parry Focus – User focus’s on parrying, raising parry rate
Weapon required – Any
Skill Required – Lvl 40 parry and tactics
Stat required – 10 dex
Energy Consumption – moderate-high
Cooldown – 6s
How it technically works – Select move, players parry raises for 5s.

Dodge Focus – User focus’s on dodging, raising dodge rate
Weapon required – Any
Skill required – Lvl 50 Dodge and tactics
Stat required – 13 agi
Energy Consumption – Moderate-high
Cooldown – 6s
How it works Technically – select move, players dodge rate raises for 5s.



This took me some time and im tired of doing this for a proposal im sure will be shot down. And i have many more possible moves to add, but again, i dont feel this will get far so i will hold back on them for now unless a dev shows interest

PLEASE KEEP TO TOPIC!!!!!
I DONT WANT TO HEAR ANY PG RELATED NONSENSE!!!!

discuss
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Nitram
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Post by Nitram »

Basically its a nice idea. But it would require something like "runes" for fighters to trigger that "special moves". And this is now and in future completely unsupported.
Generally I like the proposal, but the required changes in the server, the client and the scripts are that large, that I doubt there will be anything like this within the next years.

There are much more important things to do then this.

Nitram
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Post by Keikan Hiru »

With only skimming over this proposal I can say that this is basicly what Cassandra and I have been talking about maybe two years (or already three?) ago.

So its save to say, that it takes at least the same amount of time to pass before it becomes visible at the horizon. ;)
Needless to mention that I would be very happy to see something like this, or even exactly this, in the (far) future.
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Post by Konrad Knox »

You guys would really benefit if Serpardum was still working on the game. He would probably do this in 2-3 weeks.

I think it's a great idea, and just like magic, these "moves" should be taught to students by masters.
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Re: Combat Move-set System

Post by Rincewind »

Salathe wrote:Double Arrow – Allows an archer to shoot 2 opponents at a time.
Energy Consumption: Moderate
Weapon Required – Any bow
Skills required – see below
Stats required - See below
How it technically works: Open skill menu, choose double arrow, select 2 opponents
-Regular Double arrow - Lvl 50 Range, lvl 50 tactics. 12 percep, 10 dex
Noticeable slow attack speed.
-Mastered Double Arrow – Lvl 95 Range, lvl 95 tactics. 14 percep, 12 dex.
Bit slower than normal attack speed, can do from further range than regular double arrow.

Triple Arrow – Allows an archer to shoot 3 opponents at a time. Slower than mastered double arrow, not as far of range.
Energy Consumptio: High
Weapon Required – Any bow
Skills required- Lvl 95 Range, lvl 95 Tactics. 16 percep, 15 dex

Sorry dude, but somthing like that is in real life impossible. Only Legolas is able to make some of this. A real archer never make this, becuase you will shoot yourself or the arrows loose more speed than a turtle.



But I think in general this "moves" willl make the system much deeper, and more perople will use more different weapons.
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Post by pharse »

You know, Illarion is a fantasy game.

at topic:

I've already thought about adding diversity to the fighting system, e.g. chance for concussion weapons to break armour.

Some of your proposals can be done with the following system:
  • special moves (SM) can be bought by NPCs or be a reward in quests etc.
  • LTE that limits a player's SMs to maximal two (->two hands, that suffices. Otherwise some rich players can highly abuse the system.)
  • SM is invoked when the weapon is used.
  • due to technical restricions attacking multiple (chosen) targets is impossible. (but: a SM could fill a player's AP e.g. every 1/2sec for 2sec thus the player can hit 4 times in 2 sec)
  • targets are chosen by the attack focus, or all nearby characters are affected.
Based on this you could reconsidered your SMs and adapt them to it.

/ oh I should mention that some SMs should be restricted to certain (currently not often used) weapons. Thus we can counter the current development that all players fight with serinjah swords or magical weapons. Those magical weapons should be completely excluded from these SMs.
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Post by abcfantasy »

How about 'entering' into some combat modes through the use of #me's?

Like, a quick example:

#me raises his shield and fights defensively

'fight defensively' might be the key words to enter into "defensive mode" that could have some bonuses & penalties.

I think this is possible.
(But may reduce creativity of #me's due to the restriction of the key words)
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Post by pharse »

hm that would be kewl, as it supports more RP fights. But then we have typos, players who just store the text etc. then we have the same as it is now
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Post by abcfantasy »

Then maybe something like !commands

!defence
!dual ?
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pharse
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Post by pharse »

Those need Server or Client changes (dunno which one). I'm still for my proposal :P

/oh unless you've thought of players fighting and saying OOC things in the middle of a RP situation

#me pushes his opponent backwards with his shield
!defence
Last edited by pharse on Tue Jun 10, 2008 1:21 pm, edited 1 time in total.
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Post by Llama »

This would make things so great :)

Just add another spellbook for fighters?

So can have Fighter/Mage/Bard/Cleric/Druid . If you want a fighting mage you can't use these abilities, but you can cast.

Would make very interesting gaming.
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pharse
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Post by pharse »

Hadrian_Abela wrote:This would make things so great :)

Just add another spellbook for fighters?

So can have Fighter/Mage/Bard/Cleric/Druid . If you want a fighting mage you can't use these abilities, but you can cast.

Would make very interesting gaming.
"Just add"... read what Nitram has written.
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Post by Llama »

I think if someone is going to go through the trouble of coding something large and complex as this, a client change won't be a problem.

I mean, aren't they coding (hahaha) druid magic, clerical magic and the rest?
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Post by Keikan Hiru »

I don't like the approach of a half-backed system with "voice-commands".

Its either done right the first time, which unfortunatly includes a couple of changes to the client (rune gfx), or better not added at all for the sake of keeping the game playable.
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Post by pharse »

Client changes are currently the most inflexible ones, after that server changes and most flexible (of course) simple script changes.

The basics for druid and priest magic is already implemented in server and client. But nothing for any fighter "magic".

btw, about 1/3 of the druid magic is already finished. priest magic is still only an unfinished concept.
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Post by Keikan Hiru »

See?
There is so much "almost finished" stuff laying around, no need to add "half finished fighter moves" to it and wait till someone else has the time to polish it.
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Post by pharse »

But keeping this proposal in mind is good anyway.
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Post by AlexRose »

The disarm thing would cause weapons to be erased.

Now if you could disarm someone and their weapon goes to YOUR hand, that would be cool :P, but you'd have to have lots of skill and there'd have to be a very high fail rate :p .
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Salathe
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Post by Salathe »

Nitram wrote:Basically its a nice idea. But it would require something like "runes" for fighters to trigger that "special moves". And this is now and in future completely unsupported.
Generally I like the proposal, but the required changes in the server, the client and the scripts are that large, that I doubt there will be anything like this within the next years.

There are much more important things to do then this.

Nitram
I figured as much, sorta why i stopped writing up more moves. Just... you know... keep it in mind =)
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Post by Sundo Raca »

This will.. never happen. Like it though :)
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Post by Julius »

Um.. I like it.

Mike and I should script it!
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Post by Deinarious »

ME LIKEY FIGHTER SPECIAL MOVES! ME LIKEY FIGHTER SPECIAL MOVES!
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Post by Lrmy »

Julius wrote:Um.. I like it.

Mike and I should script it!
.......Nitram already said it would be to much work. No offense, but I THINK you scripting it would be more work for the team.
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Post by Julius »

Good point.
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Post by Borine »

To complicated and I don't like it! :x
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Post by Salathe »

Borine wrote:To complicated and I don't like it! :x
how is it complicated? You learn a skill, press whatever button opens your combat skills and choose one.
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