[ian-reeds-games] Re: Attack miss flag?

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 28 Jan 2013 15:47:06 -0500

Ok, so youa re talking about two diffrent types of failure. The regular fail 
and then a miss which would be like not doing the skill at all. 
What I don't understand is how that could be used effectively? Especially for a 
computer unit. 
There is this infinite loop thing which, if the computer doesn't have to spend 
anything to do it, it will keep on doing it forever. I actually did that once 
after people told me  about it. I was practiceing    out some cloaking skills, 
and I thought about how the computer would use it. Well, I didn't put any point 
in it that would stop it, and it kept cloaking and uncloaking forever. I was 
like, "So that's what Carlos meant", lol. 

So everything really needs a limit on it of some sort in order to make sure you 
don't fall into that trap.

If you want to restore action points to a unit, then take a look at Austen's 
kingdom at war maps where the main character can use adrenaline fix, or the 
tomb robber map with the main character able to use panic to increase actions 
usable, by subtracting from the cost of actions. Again, everything needs a 
limit.

al
 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Garrett 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Monday, January 28, 2013 3:09 PM
  Subject: [ian-reeds-games] Re: Attack miss flag?


  Hi al, i can try...
  Let's say you had an archer, let's say that they attack, if the attack miss 
you would still use the action points that it cost to do the attack but the 
target would not take any damage. Now, let's say that archer try to attack 
again, let's say this time the attack fails. Again, the target would not take 
any damage, but instead of spending the action points that it would cost to do 
the attack, no action points would be wasted or any other kind of point that 
anyone else me using custom maps. Basically, an attack miss will be a more 
penalizing version of an attack fail and maybe you could use an attack miss 
probability flag or something like that

  Sent from my iPhone

  On Jan 28, 2013, at 2:46 PM, "Allan Thompson" <allan1.thompson@xxxxxxx> wrote:


    Hi Garrett,
    I am not sure, but isn't that how things work right now witht he chance 
flag on skills? Maybe I don't understand, could you give an example? 

    al
    "The truth will set you free"
    Jesus Christ of Nazareth 33A.D.
      ----- Original Message ----- 
      From: garrett 
      To: ian-reeds-games@xxxxxxxxxxxxx 
      Sent: Monday, January 28, 2013 1:42 PM
      Subject: [ian-reeds-games] Re: Attack miss flag?


      perhaps I should clarify, If the attack misses, it will still take what 
ever 
      skill points or what ever in order to use the skill but the enimy would 
not 
      be hit. If the attack fails, no skill points or anything are used and you 
      can try your attack again. Basicly, A miss would be a attack fail that 
would 
      take away what ever points your using.

      -----Original Message----- 
      From: Zak Claassen
      Sent: Monday, January 28, 2013 12:59 PM
      To: ian-reeds-games@xxxxxxxxxxxxx
      Subject: [ian-reeds-games] Re: Attack miss flag?

      Wouldn't that be kind of pointless, I mean if it didn't cost anything
      or had any effect, then what difference would it make?  Don't mean to
      offend you or anything, just my opinion on it.

      On 1/28/13, Garrett <garrett.knight2@xxxxxxxxx> wrote:
      > Hello again everyone
      > Just a little suggestion, what if certain skills or attacks could miss? 
      > The
      > only difference being, if an attack or skill misses it would still cost 
      > you
      > what it normally would to do that attack. But if it fails, it doesn't 
cost
      > you anything and you can try the attack or skill again
      >
      > Sent from my iPhone
      >

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