[project1dev] Re: combat musings - injuries, status, party list, matchups and tagteaming

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 09:56:23 -0700

Yeah, or just as it makes sense for the storyline.  Like it's a good tool
for our toolchest but i dont think it should be the default answer to what
happens when you die (:

On Thu, Apr 30, 2009 at 9:55 AM, Matthew Morgan <MMorgan@xxxxxxxxxx> wrote:

>  Like if you know the part or whatever is crazy tough then do it, but not
> do it for everything?
>
>
>
>
>
> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto:
> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe
> *Sent:* Thursday, April 30, 2009 9:52 AM
>
> *To:* project1dev@xxxxxxxxxxxxx
> *Subject:* [project1dev] Re: combat musings - injuries, status, party
> list, matchups and tagteaming
>
>
>
> Yeah that would be cool to be able to do in some circumstances
>
>
>
> would you, however, want to script those kinds of possibilities into every
> single map?
>
>
>
> As it's shaping up right now, you will probably be doing most of the heavy
> lifting on that stuff :P
>
>
>
> I think it would be nice to have that possibility but that it should be the
> exception and not the rule, and we can deffinately do that.
>
> On Thu, Apr 30, 2009 at 9:09 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
> I like the idea of losing in battle does not make you lose the game but
> instead creates a new path. Such as characters getting captured, getting an
> item from helpful town folk, etc.
>
> I think it would be cool if your main player character could/would get
> captured when you lost. Maybe it depends on the area you are in or the
> enemies you are fighting. For example, if you are defeated by cannibals they
> will take you back to their camp and try to eat you. Then one of 2 scenarios
> can unfold. If you have living team mates you can select them to go and
> break your hero out of the situation. If you don't your hero could wake up
> in the pot cooking and you could solve a puzzle or button mash or something
> to break free. Maybe if your stealthy you can sneak away at night or if your
> are more charismatic you can talk them out of eating you.
>
> On Thu, Apr 30, 2009 at 9:01 AM, <figarus@xxxxxxxxx> wrote:
>
> Thinking this through, maybe getting a knockout before you die could be a
> perk like (tough guy perk). I could see indiana jones or bruce willis in
> diehard having this perk
>
> Sent via BlackBerry from T-Mobile
>  ------------------------------
>
> *From*: Alan Wolfe
> *Date*: Thu, 30 Apr 2009 08:54:02 -0700
>
>
> *To*: <project1dev@xxxxxxxxxxxxx>
> *Subject*: [project1dev] Re: combat musings - injuries, status, party
> list, matchups and tagteaming
>
> that makes sense about the knockout before dying.
>
> About not keeping items that makes sense.
>
> Should they keep exp even then?
>
> If not, we could just do an automatic game save at the spirit node and then
> load that when they died.
>
> Can you think of a situation you'll ever want to do that is an exception to
> the rule?
>
> On Thu, Apr 30, 2009 at 8:49 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>
> turnbased fantasy rpg version of americas army style gameplay  :-P
>
>
>
> On Thu, Apr 30, 2009 at 11:47 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
> That sounds decent (:
>
>
>
> On Thu, Apr 30, 2009 at 8:45 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>
> well i think health would probably work like a hybrid of halo and marvel vs
> capcom where you have two health bars, current life and max life, your
> current life can go up via auto healing or first aid, but your max life
> cannot be restored unless you're in a town.
>
> example:
>
> main character has:
> max hp 100
> current hp 100
>
> he gets punched, losing life
> max hp 90
> current hp 70
>
> now he uses first aid, bringing him back up to 90 (100 is truemax, but he
> cannot attain that)
> max hp 90
> current hp 90
>
> this will also influence the strategy of party set up, tagteaming, etc.
>
>
>
>
>  On Thu, Apr 30, 2009 at 11:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
> wrote:
>
> Hey just thought of something else too...
>
> Eric if you hate the war of attrition we could go the route of the modern
> games (or at least try it) like halo where you have hp but it recovers over
> time (like when you are in back row or maybe not in combat... or potentially
> all the time?)
>
> Not sure if its a good idea, but its an idea :P
>
> lol
>
>
>
> On Thu, Apr 30, 2009 at 8:35 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
> I like the FF view better myself.
>
> I'm am curious for the answer to Alan's questions as well.
>
>
>
> On Thu, Apr 30, 2009 at 8:32 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>
> 100% definitely.  either ff style or maybe where its 3rd person over teh
> shoulder style.  i think you should be able to see them and with our
> gameplay style i think it'll be needed to show whats going on - visually and
> mechanically it'll be better.  i was actually gonna bring this up when we
> got into more detailed combat stuff :) glad we're on the same page there
> too.
>
>
>
> On Thu, Apr 30, 2009 at 11:28 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
> BTW what do you think about us changing our battle view from the dragon
> quest 5 view to the final fantasy view?
>
> I kinda miss being able to see the characters, and see the weapons /
> attacks and skills the players use.
>
> I think it makes the combat more epic and fun. Like think of fighting
> vargas or ultros where you see his tentacles slap your players, can you
> remember a fight like that at all in DQ5? i cant...most of the fights are
> unmemoriable, except for the ones where like 10 slimes form into the slime
> king hehe
>
>
>
>  On Thu, Apr 30, 2009 at 8:25 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
> I think switching out your characters could work, that kinda sounds cool
> and i can picture it in my head.
>
> When you would switch, would you be able to switch any turn of combat, only
> the first, or what?  Also is there a penalty to switching or is it for
> free?  I'm just curious cause if one guy was dying you could swap him out
> with another and have a fresh guy, is that ok?
>
> If so we could do soemthing like marvel vs capcom i think it was, where the
> team mates that are in the back row and not fighting slowly heal their
> wounds (in this case they heal a small amount as round time progresses) what
> you think?  If that is too overpowered, it could be something like they can
> only heal maximum up to the life they had before they got struck in the
> current battle.
>
> Being held by one character and attacked by another makes sense.  Maybe its
> a skill, and what happens is when you use that skill, the character that
> used it has to keep using it each turn to hold onto the monster and that
> monster basically struggles each turn where it has some chance to escape but
> that uses up it's turn.  Just like real life if you oare outnumbered,
> grabbing hold of someone or wrestling around with them wouldnt be a good
> idea cause his buddies would kick your butt, but if there is like 1 monster
> left it could be a cool skill.  Like havin a guy like sabin be able to grab
> the last enemy and hold him while your other guys hit him would be a pretty
> useful skill (:
>
> About the player never dying, on one hand i could see that working but on
> the other, couldnt you just scrape through anyhwere by walking through a
> dungeon and getting knocked out at each fight?  How do you balance that out?
>
> Some cool ideas!
>
>
>
> On Thu, Apr 30, 2009 at 6:36 AM, eric drewes <figarus@xxxxxxxxx> wrote:
>
> ok here is how i am thinking parties will work in combat...
>
> there will be 3 active party members in any fight and 4 on the sidelines
> that can be "tagged in" (swapped) as a combat option for any of the active
> players INCLUDING the hero. this will allow you to sub out injured
> characters for fresh healthy ones, or if you want two people that can do a
> special attack, you can have them sub in to pull of a coup de grace, or
> maybe there is a MATCHUP you want to exploit.
>
> Matchups? Huh?
>
> Matchups are basically already existing in games but without anything to
> quantify them.  basically, if you're in battle against a big slow ogre or
> something, you can adjust your party to better match up w/ the enemy
> (enemies) you're fighting.  Maybe you want a big dude that can go
> mano-y-mano with the ogre, or a small quick dude who can exploit the ogre's
> plodding attack and slow defense.  Maybe you're up against a flying creature
> and arrows will be the best way to bring them down when standard attacks
> seem ineffectual.   Picking the best match up for what you're going against
> can mean the difference of life and death.
>
> Injuries/status - we don't just want fights to be wars of attrition where
> you attack attack attack and try to slowly drain your foes life (and vice
> versa) - in real life, this would be the equivelent of standing in front of
> someone and punching them back and forth until someone died.  Silly!  i
> think most (if not all) of us are experienced martial artists and we know
> fights don't work like that, there are holds, throws, etc that can put your
> opponent in compromising situations that give you the advantage.  Add
> weapons to this and we have a fun system that is more dynamic than the
> typical rpg combat system.  Examples of this would be sweeps/tackles/throws
> that leave the enemy prone and thus unable to defend themselves as well, or
> entangled via nets, maybe even HELD by one character while the others beat
> it up (could we do this)?  or maybe getting maimed or hamstrung knocks you
> over, getting stunned (like street fighter when you do a certain combination
> the enemy can't move and has birds flying above their head) is another
> example.
>
> This style of combat would add a lot of depth and strategy and make combat
> feel more "alive" and dangerous and fun.  Also it adds a lot of potential
> skills and techniques to our future list
>
> Injuries - with our injury and death system, swapping to keep your team
> healthy is important.  This is kind of a big thing but I am sort of leaning
> towards thinking maybe MAYBE the hero can't die.  everyone else can, but if
> the hero is "knocked out" in battle, he's back after the fight. he can then
> go forward to try to find the next respawn node or maybe theres a "Recall"
> option where you can revert to the start of the dungeon with all your party
> members intact.  i think this will eliminate a lot of frustration as well as
> prevent people from keeping the hero on the sidelines worried he will die.
>
> just as a quick guess... i am thinking you get 7 active party members (3
> active, 4 tagteamable) and then an additional 7 back at your "home base"
> that you can swap out ff style whenever you're there for a total of 14 in
> your party.  We will (ideally) have 40-50 recruitable characters so this
> forces you to make some decisions on who you want to pick but also gives you
> a large stable of characters so you don't feel like "shit, i have to give up
> one of my favs".
>
>
> Just some thoughts... let me know what you think!
>
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