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

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 30 Apr 2009 11:43:30 -0700

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!
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>  ------------------------------
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> *******************************************************************************************************************************************************************
>>>>>>>>>>>
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>>>>>>>>>>> protected from
>>>>>>>>>>> disclosure. Distribution or copying of this e-mail, or the 
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>>>>>>>>>>> contained herein, to anyone other than the intended recipient is 
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>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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