I agree with both of you. This sounds pretty good. On Thu, Apr 30, 2009 at 11:42 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > thats a really good point too > > remember how in FF3 when characters were really low on life theyd do super > attacks? > > I swear through all the time playing that game i only saw 2 super attacks > and i think they were both from terra so i dont know what anyone else's look > like. > > Anyhow, with a setup like you are talking about eric, it would be pretty > rad cause those intense battles where you escape by the skin of your teeth > would happen a lot more. > > And, if characters (or just some characters) have skills that kick in at > low hp etc, those kinds of things will come up more which is nice (ie the > ideas earlier like increased armor near death or increased attack power > etc). > > > On Thu, Apr 30, 2009 at 11:35 AM, <figarus@xxxxxxxxx> wrote: > >> Yes that is correct... I imagine a lot of heroic efforts to get to the >> next checkpoint with your beat up crew... It'll be tense and thrilling >> >> Sent via BlackBerry from T-Mobile >> >> ------------------------------ >> *From*: Alan Wolfe >> *Date*: Thu, 30 Apr 2009 11:29:34 -0700 >> >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Re: combat musings - injuries, status, >> partylist, matchups and tagteaming >> >> oh good point about #1 so maybe when you get your guys that are F'ed up >> and have only 20% of their max health so you can keep going but you are >> kinda wrecked. >> >> On Thu, Apr 30, 2009 at 11:25 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >> >>> for #1, I see Eric's idea of lowered max life being implemented. The >>> lowered max life would be all they get until they receive proper healing. >>> >>> #2 sounds good >>> >>> >>> On Thu, Apr 30, 2009 at 11:22 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> if that does make sense maybe we should tweak it so that... >>>> >>>> #1 - when a person in your party dies they disapear. Whenever you come >>>> to a spirit node, it will contain all your fallen team members, you can >>>> "pick them up" but maybe they are still injured. >>>> >>>> #2 - when everyone dies, it loads your last save game - and whenever you >>>> are near a spirit node, it auto saves >>>> hows that? >>>> On Thu, Apr 30, 2009 at 11:19 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> oh i see... >>>>> >>>>> Eric will correct me if i'm wrong but as i see it... >>>>> >>>>> #1 - when a person in your party dies, they teleport back to the last >>>>> spirit node. You have to go back to pick them up if you want them again >>>>> >>>>> #2 - when everyone dies, it loads your last save game - and whenever >>>>> you are near a spirit node, it auto saves >>>>> >>>>> so spirit nodes are kind of like checkpoints >>>>> >>>>> does that make sense? (im not sure if it does haha) >>>>> On Thu, Apr 30, 2009 at 11:17 AM, Kent Petersen >>>>> <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> I thought we were looking for a different death system to avoid >>>>>> monotony and repetition. Since we are settling on the classic start over >>>>>> system, how will we avoid monotony and repetition? >>>>>> >>>>>> >>>>>> On Thu, Apr 30, 2009 at 11:13 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> what do you mean kent? >>>>>>> >>>>>>> >>>>>>> On Thu, Apr 30, 2009 at 10:56 AM, Kent Petersen >>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Will prevention for repetition (such as repeating levels) be in >>>>>>>> dungeon / character / enemy design with a lot of fine balance as >>>>>>>> opposed to >>>>>>>> altering the concepts of how losing works? >>>>>>>> >>>>>>>> >>>>>>>> On Thu, Apr 30, 2009 at 10:44 AM, Alan Wolfe >>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> I thought the experience giving you tickets thing was seperate from >>>>>>>>> the dying thing, but the rest sounds right as far as i understand it >>>>>>>>> yeah >>>>>>>>> On Thu, Apr 30, 2009 at 10:40 AM, Kent Petersen < >>>>>>>>> kentkmp@xxxxxxxxx> wrote: >>>>>>>>> >>>>>>>>>> Alan: I agree that the death scenario should not be for every time >>>>>>>>>> but for a few times that make sense for an extra bonus. >>>>>>>>>> >>>>>>>>>> What did we settle on for saving and dieing? Game autosaves when >>>>>>>>>> you hit a savepoint and when you die you return to your save point >>>>>>>>>> with >>>>>>>>>> everything reset. Any experience earned turns into some kind of >>>>>>>>>> bonus point >>>>>>>>>> that can be spent on games? >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Thu, Apr 30, 2009 at 10:36 AM, Matthew Morgan < >>>>>>>>>> MMorgan@xxxxxxxxxx> wrote: >>>>>>>>>> >>>>>>>>>>> Gotcha! >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: >>>>>>>>>>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe >>>>>>>>>>> *Sent:* Thursday, April 30, 2009 10:34 AM >>>>>>>>>>> >>>>>>>>>>> *To:* project1dev@xxxxxxxxxxxxx >>>>>>>>>>> *Subject:* [project1dev] Re: combat musings - injuries, status, >>>>>>>>>>> partylist, matchups and tagteaming >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> From the tech side, no reason why we can't do both (: >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Not sure what the plan is though >>>>>>>>>>> >>>>>>>>>>> On Thu, Apr 30, 2009 at 10:28 AM, Matthew Morgan < >>>>>>>>>>> MMorgan@xxxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>> I have a q, are the minigames in all the towns, or is it >>>>>>>>>>> wandering vendors (like the guys in fallout who sell stuff?). >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: >>>>>>>>>>> project1dev-bounce@xxxxxxxxxxxxx] *On Behalf Of *Alan Wolfe >>>>>>>>>>> *Sent:* Thursday, April 30, 2009 10:25 AM >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> *To:* project1dev@xxxxxxxxxxxxx >>>>>>>>>>> *Subject:* [project1dev] Re: combat musings - injuries, status, >>>>>>>>>>> partylist, matchups and tagteaming >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> ok we can just do a straight up load last save game on death, and >>>>>>>>>>> have spirit nodes do autosaves. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> easier to program so im all for it! (: >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Yeah your ticket idea sounds good to me >>>>>>>>>>> >>>>>>>>>>> On Thu, Apr 30, 2009 at 10:20 AM, <figarus@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>> Alan, I think maybe the character doesn't keep exp... Ppl could >>>>>>>>>>> exploit that by killing some high exp boss, die and repeat... I was >>>>>>>>>>> thinking >>>>>>>>>>> that thing where it keeps track of your total player earned exp and >>>>>>>>>>> can >>>>>>>>>>> trade it to get minigame tickets - did you not like that idea? >>>>>>>>>>> >>>>>>>>>>> Sent via BlackBerry from T-Mobile >>>>>>>>>>> ------------------------------ >>>>>>>>>>> >>>>>>>>>>> *From*: Matthew Morgan >>>>>>>>>>> *Date*: Thu, 30 Apr 2009 10:02:02 -0700 >>>>>>>>>>> *To*: project1dev@xxxxxxxxxxxxx<project1dev@xxxxxxxxxxxxx> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> *Subject*: [project1dev] Re: combat musings - injuries, status, >>>>>>>>>>> party list, matchups and tagteaming >>>>>>>>>>> >>>>>>>>>>> That makes perfect sense, the only thing you get to keep is exp, >>>>>>>>>>> so that would just overwrite after every battle, and everything >>>>>>>>>>> else would >>>>>>>>>>> get saved only if in a node? >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> *From:* project1dev-bounce@xxxxxxxxxxxxx [mailto: >>>>>>>>>>> project1dev-bounce@xxxxxxxxxxxxx]*On Behalf Of *Alan Wolfe >>>>>>>>>>> *Sent:* Thursday, April 30, 2009 10:01 AM >>>>>>>>>>> *To:* project1dev@xxxxxxxxxxxxx >>>>>>>>>>> *Subject:* [project1dev] Re: combat musings - injuries, status, >>>>>>>>>>> party list, matchups and tagteaming >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> ok so when you die it does a load of the save it made when you >>>>>>>>>>> were at the last node (or your last save game if you havent hit a >>>>>>>>>>> node yet?) >>>>>>>>>>> and resets everything to that point, but keeps any experience >>>>>>>>>>> you've gained. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> sound right? >>>>>>>>>>> >>>>>>>>>>> On Thu, Apr 30, 2009 at 9:08 AM, <figarus@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>> I dunno about gold >>>>>>>>>>> >>>>>>>>>>> Sent via BlackBerry from T-Mobile >>>>>>>>>>> ------------------------------ >>>>>>>>>>> >>>>>>>>>>> *From*: Alan Wolfe >>>>>>>>>>> *Date*: Thu, 30 Apr 2009 09:06:50 -0700 >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> *To*: <project1dev@xxxxxxxxxxxxx> >>>>>>>>>>> *Subject*: [project1dev] Re: combat musings - injuries, status, >>>>>>>>>>> party list, matchups and tagteaming >>>>>>>>>>> >>>>>>>>>>> Ok so lose all items but keep exp and gold? >>>>>>>>>>> >>>>>>>>>>> i think thats doable. >>>>>>>>>>> >>>>>>>>>>> I think i'll just have it do the game save / load idea, but make >>>>>>>>>>> it over-write the exp and gold after load with your at death exp >>>>>>>>>>> and gold. >>>>>>>>>>> >>>>>>>>>>> any other values we want to persist past death we can do in a >>>>>>>>>>> similar manner too (: >>>>>>>>>>> >>>>>>>>>>> On Thu, Apr 30, 2009 at 9:00 AM, Kent Petersen < >>>>>>>>>>> kentkmp@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>> I'm with Eric, you don't want to let them keep items when they >>>>>>>>>>> die. I think keeping experience is good. If we design our dungeons >>>>>>>>>>> properly >>>>>>>>>>> there should be no reason for a boring walk back to town anyway. >>>>>>>>>>> All levels >>>>>>>>>>> should be engaging at all times, especially when they are almost >>>>>>>>>>> finished. >>>>>>>>>>> That's when you should pull out the big surprises. >>>>>>>>>>> >>>>>>>>>>> I was thinking you could do it DnD style where your not really >>>>>>>>>>> dead untill you achieve negative 10 life. So when you hit 0 your >>>>>>>>>>> player or >>>>>>>>>>> party member is knocked out and unusable. If you don't swap them >>>>>>>>>>> out of >>>>>>>>>>> combat they can still be targeted. If a knocked out player (a >>>>>>>>>>> player with 0 >>>>>>>>>>> life) is damaged further they can die, perhaps if your maxlife (as >>>>>>>>>>> eric >>>>>>>>>>> described above) drops below 0. A complete loss will only occur when >>>>>>>>>>> everyone is dead and the player should not be able to be killed but >>>>>>>>>>> only >>>>>>>>>>> knocked out to 0 life. If there are no surviving party members to >>>>>>>>>>> first aid >>>>>>>>>>> him then the team loses and returns to a node. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Thu, Apr 30, 2009 at 8:54 AM, Alan Wolfe < >>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>> 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! >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> ------------------------------ >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> ******************************************************************************************************************************************************************* >>>>>>>>>>> >>>>>>>>>>> This e-mail is the property of Oakley Inc. It is intended only >>>>>>>>>>> for the person or entity to which it is addressed and may contain >>>>>>>>>>> information that is privileged, confidential, or otherwise >>>>>>>>>>> protected from >>>>>>>>>>> disclosure. Distribution or copying of this e-mail, or the >>>>>>>>>>> information >>>>>>>>>>> contained herein, to anyone other than the intended recipient is >>>>>>>>>>> prohibited. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >