Advanced fighting eh?
Advanced fighting eh?
In combat now you just type kill ( mob ) then hurray you are fighting and you have no control of where you throw your punches. Well, I was thinking of coming up with a ( hopefully ) simple way to have a wee-bit more control.
Manual combat is outta question, itd take way too long and it takes a long time to make work perfectly. But it'd still be cool if we can tell the game where we want our characters to focus on hitting.
K, you type out killmode >whatever< and if you have this skill then a question like this will pop up...
Which locations due you wish to hit a lot?
If you are inept-master in this skill you can type out either low, mid, high.
low would mean that you target the lower part of the enemy ( your character hits legs and other lower body stuff often )
medium would mean that you hit arms abdomen and chest ( and other mid body stuff )
High would mean you are aiming for the head.
Whether or not you are accurate pends on str/dex and your skill level. Ofcourse it'll be harder to hit some locations more than others. If you are aiming high that doesnt mean that you will be 100% hitting your mark all the time.
If you are a grandmaster than you will be able to be more specific and be able to choose a specific body part.
Where do you want to hit a lot?
>high<
What body part are you aiming for?
>head<
You will then be a lot more accurate and hit your mark a lot more often.
Just an idea but Im up for thinkin' that itll need A LOT of editing... ( a bit unfair to the defender if ya know what I mean... ) Itll be nice if we had a bit more control over combat though.
Manual combat is outta question, itd take way too long and it takes a long time to make work perfectly. But it'd still be cool if we can tell the game where we want our characters to focus on hitting.
K, you type out killmode >whatever< and if you have this skill then a question like this will pop up...
Which locations due you wish to hit a lot?
If you are inept-master in this skill you can type out either low, mid, high.
low would mean that you target the lower part of the enemy ( your character hits legs and other lower body stuff often )
medium would mean that you hit arms abdomen and chest ( and other mid body stuff )
High would mean you are aiming for the head.
Whether or not you are accurate pends on str/dex and your skill level. Ofcourse it'll be harder to hit some locations more than others. If you are aiming high that doesnt mean that you will be 100% hitting your mark all the time.
If you are a grandmaster than you will be able to be more specific and be able to choose a specific body part.
Where do you want to hit a lot?
>high<
What body part are you aiming for?
>head<
You will then be a lot more accurate and hit your mark a lot more often.
Just an idea but Im up for thinkin' that itll need A LOT of editing... ( a bit unfair to the defender if ya know what I mean... ) Itll be nice if we had a bit more control over combat though.
Jysrak Armgo of House Barrison Del'Armgo -MENZO-
Jys/rak: Jys = Hard, steel, unyielding, /rak = Chaos, storm, tempest
Jys/rak: Jys = Hard, steel, unyielding, /rak = Chaos, storm, tempest
Skills like punch, kick, bash, beat, etc that need to be entered manually could be said to add a bit of randomness or work into fighting. If you use these skills you may increase your chances to win or limit them further in combat. Also as your skills increase you will hit areas more likely to cause more damage.
May you find the knowledge you seek. If you find something else, it is still knowledge, and as such, still a gain.
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I'm not sure there exist many options to make combat more interesting in a 0.5-dimensional game.
As for using locations, I'm not sure it's a good idea. I believe the current location system kind of sucks because it's not compatible with D&D rules. On the one hand, it's really nice to have an arm or leg severed now and then and make use of regeneration spells (though it next to never happens once you are beyond level 25/30). But, on the other hand, head location makes things incredibly more dangerous. Play a gnome or a halfling and see how you feel about locations after you have been killed in one clean hit several times and you get your head severed.
As for using locations, I'm not sure it's a good idea. I believe the current location system kind of sucks because it's not compatible with D&D rules. On the one hand, it's really nice to have an arm or leg severed now and then and make use of regeneration spells (though it next to never happens once you are beyond level 25/30). But, on the other hand, head location makes things incredibly more dangerous. Play a gnome or a halfling and see how you feel about locations after you have been killed in one clean hit several times and you get your head severed.
Well, just thought it might be a good idea thanks for the input, I've also played a MUD that had completely manual fighting, If you want me to I can tell the MUDs name but I don't want to get in trouble for advertising. Previously Dalvyn wrote
"I'm not sure there exist many options to make combat more interesting in a 0.5-dimensional game."
So I just want to know if I can give the name of a MUD that has manual combat so that FK can benefit from it.
( and if I am allowed to put down the MUDs name would I send a private message or put it in the forums? )
Thanks again for the input!
"I'm not sure there exist many options to make combat more interesting in a 0.5-dimensional game."
So I just want to know if I can give the name of a MUD that has manual combat so that FK can benefit from it.
( and if I am allowed to put down the MUDs name would I send a private message or put it in the forums? )
Thanks again for the input!
Jysrak Armgo of House Barrison Del'Armgo -MENZO-
Jys/rak: Jys = Hard, steel, unyielding, /rak = Chaos, storm, tempest
Jys/rak: Jys = Hard, steel, unyielding, /rak = Chaos, storm, tempest
Well, in this God Wars 2 you don't target body parts, there are specific moves that you can perform with each body part/attack location. F.E.Hviti wrote:I remember this being suggested in another thread which I can´t seem to find right now. If I remember right, the main objection was that everyone would end up using -target head- and therefore finish combats/Pkills extremely quickly.
My character has 2 arms, 2 legs, and 1 head, and these locations are able to be used in combat.
If I wanted to headbutt you this is what I'd do:
type h? to see what I can do with my head.
You see that b=bite and h=headbutt
I target creature ( target >creature< )
Since I wanted to headbutt I type h(meaning you are using the head location )h ( meaning you want to headbutt )
I typed hh and I ended up breaking the other guys nose.
with you hands, lets say I was using dual scimitars
r?
s=slash, p=pummel, t=thrust, w=whirl, d=defend
it lists all combos possible
I decide that I wish to slash my opponent, so I'm going to type rs
l?
same as right hand
I want to defend with my left so I'm going to type ld.
there is no way possible to target specific body parts, but some combos hit in certain places and you just have to experiment...
and so on and so forth, its really complicated and I'm trying not to advertise...
Jysrak Armgo of House Barrison Del'Armgo -MENZO-
Jys/rak: Jys = Hard, steel, unyielding, /rak = Chaos, storm, tempest
Jys/rak: Jys = Hard, steel, unyielding, /rak = Chaos, storm, tempest
So, what we're talking about it basically that you have combination moves, sort of Mortal Combat style, that you can pick different types of attacks with a given weapon/body part/etc and have different damages, effects, etc?
In D&D, a scimitar does 1d6 damage, whether you jab with it, slash it, whirl it, whatever you want to describe your effect of hitting your opponent with it. An unarmed attack does 1d3 for an unarmed, medium humanoid, whether you are saying you want to say you're punching, headbutting, kicking, etc.
Not saying that the suggestion isn't an interesting suggestion, just that it's not D&D.
In D&D, a scimitar does 1d6 damage, whether you jab with it, slash it, whirl it, whatever you want to describe your effect of hitting your opponent with it. An unarmed attack does 1d3 for an unarmed, medium humanoid, whether you are saying you want to say you're punching, headbutting, kicking, etc.
Not saying that the suggestion isn't an interesting suggestion, just that it's not D&D.
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Rozor - Lady Luck's Duelist
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True, it may not be 100% D&D but neither are we. I think the concept has merit. Perhaps this isn't the way, for me its too clunky, but then again perhaps others like the idea. I think if we want to make combat more interesting we can do that. Perhaps sword forms, or different fighting styles or something else completely.... I know the Drow in FR have different styles, other books I have read made sword forms interesting, i.e. The Wheel of Time.
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