[project1dev] Re: COMBAT - rough outline idea

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 14 Apr 2009 16:17:49 -0400

yeah, just to clarify, if you standby or delay your attack. there'd be
either a fixed delay or soft rt that would have to elapse before you could
attack again i think.

On Tue, Apr 14, 2009 at 4:14 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> yeah good questions from kent too, esp how would standby work, how oculd
> you get that character to atatck again when you wanted to.
> On Tue, Apr 14, 2009 at 1:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> Please elaborate on special abilities and how they function in combat. I
>> have a vague idea. Maybe answering my other questions will help clarify
>> here.
>> You mention the game being static when the menu is up but you also mention
>> being able to time attacks. I don't see how both are possible. Is it because
>> you selecting your action does not make the action trigger until a key is
>> pressed?
>> If the player selects STANDBY how would they be able to take their turn at
>> will? Will you be able to bring your attack menu back up at any time if your
>> turn is ready?
>> 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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