[project1dev] Re: COMBAT - rough outline idea

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 14 Apr 2009 12:48:27 -0700

how would this work with multiple party members?

Like you could only control one at a time to be able to dodge / block right?

What if the enemy attacks someone else while you are controlling a character
for that dodge / block?
On Tue, Apr 14, 2009 at 12:36 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> special abilities would work the same way, you select them and then choose
> when to execute the attack.  (maybe there would be a "back" button also so
> you could change)... like for instance we will have a hide/ambush mechanic
> like "jump" in ff2 where a character would hide and then you would choose
> when he ambushed from the shadows.  does that make sense or do i need to
> elaborate?
> i also like the opening for combinations too, like if you time the first
> attack right, maybe you'd get additional strikes.
> if you standby, you dont lose your turn, you just sort of go in limbo where
> you can take your turn at will and block/dodge.  this would come in handy if
> you were timing your attack to coincide with an enemies RT.
> special abilities will be either ACTIVE ATTACKS you would choose in the
> menu, passive things like maybe an auto-counter attack when you successfully
> dodge or something like "CHARGE" where you would bull rush the opponent and
> it would ignore their blocking ability... really i want to have a ton of
> attacks and special abilities that would open up a ton of strategic options
> during combat.  i haven't compiled a list yet but definitely it is an open
> forum for ideas and would love to hear if you have any! :)
> On Tue, Apr 14, 2009 at 3:18 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> Reminds me of Mike Tyson's Punchout making a baby with a classic RPG.
>> How would special moves work? Let's say the swordsman selects a sword
>> technique for his turn. How does this work?
>> What happens if you standby? Do you just lose your turn but you are able
>> to block?
>> What kinds of things will you be able to do in combat? ex standard attack,
>> use items, special abilities
>> What kind of special abilities will be available and how will they play
>> into your combat system?
>> On Tue, Apr 14, 2009 at 11:16 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>>> combat starts
>>> a troll vs. a swordsman
>>> ok, there will be some sort of iniative roll to see who picks their
>>> action first.
>>> I am going to skip using the lingo for games we already know so i dont
>>> inaccurately associate this with another game that has a similar system.
>>> ok so the roll ends up with the swordsman going first.
>>> a menu pops up - while the combat menu is up, the timers for the other
>>> team and your team is static (game is effectively paused)
>>> you pick the swordsman's attack from his list of skills, these could be
>>> swordtechniques, standard attack, protect ally, etc. or you can choose to
>>> STANDBY or pass your turn to an ally.
>>> he picks standard attack on the troll.
>>> now the game kinda focuses in on those two players and it looks a lil
>>> like mike tyson's punch out.  the monster bobs and moves a little bit, going
>>> in and out from an offensive and defensive stance.  when you want to attack,
>>> you press a button (A or whatever) and attack.  depending on the enemies
>>> stance, etc. you will do damage or miss or be blocked.  Maybe depending on
>>> the level of skill your character has, you get multiple attempts or can
>>> string together certain combos... after the combat action is ended, the
>>> player is in "RT" and is vulnerable.  This is a timer that is maybe 20
>>> seconds and during those 20 seconds, no additional moves can be made.
>>> ok, so next is the trolls turn, who prepares to attack the swordsman.
>>> during those 20 seconds of RT from his attack, the swordsman is limited in
>>> his defense to dodging the opponent but if he is out of RT or chose to
>>> standby or pass the turn, he also has the ability to "Block" which is either
>>> with a shield or a weapon if he has no shield.  blocking is passive defense
>>> and heavily reduces the damage done during an attack, dodging eliminates all
>>> damage but requires skilled timing - if you try to dodge and mistime it, it
>>> will do more damage so its a risk reward thing.  also the speed at which you
>>> dodge (or block, etc) are all influenced by your characters stats and
>>> equipment so someone who is a fast rogue in light armor would have an easier
>>> time dodging than a heavily armored knight - but when the knight gets hit,
>>> he would take significantly less damage.  basically people would create
>>> their character to fit their own style of play - personally i would be a
>>> hybrid where i wore medium armor and still dodged, however, a knight in
>>> platemail is viable as is an unarmored ninja-type.
>>> it goes back and forth like this until someone dies.  if there are more
>>> party members or monsters, the turns are based on the RT, not "hey, its my
>>> turn" so if a monster is 2x as fast as the hero, he would get double the
>>> attacks, or vice versa.  one thing i like about this is that if you're
>>> heavily outnumbered, you definitely get a sense that you are overwelmed as
>>> you constantly are dodging and blocking attacks.  this is one of the
>>> balancing mechanisms in the game and will require careful design to make it
>>> work...
>>> i am not sure if i expressed this as clearly as i was thinking but
>>> hopefully you get the gist...
>>> questions, comments and criticism all contribute to the development of a
>>> better and more fun system so feel free to say what you think will or won't
>>> work or if you think another direction altogether may be more effective.
>>> Thanks for your time!

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