eugman on Fri, 22 Jul 2005 12:32:02 -0500 (CDT) |
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Re: [s-d] Re: [s-b] [auto] Wonko submits p188 |
> > Now I'm probably going to need to change my combat prop into something > > else simply because your comes later and has a better chance of passing. > > Hopefully I can persuade you to make some changes. > > > > I don't think the amount of damage done should follow the system you have. > > While there is a chance someone with lower strength could win it seems > > anyone who has fuller stats could beat up another player over a few > > periods. Also if two players have the same stats then it just becomes a > > matter of who is the better dice roller. > > I do think that two identical players should be equally likely to beat > each other. I think the weak vs. strong player problem could be resolved > by having a tradeoff between different skills, so that if you're a very > strong player you'll also be a very stupid player. Then some Talismans > would only be useable by smart players (who would tend to be weak players > as well) but would make fighting either easier or avoidable. Can you think of a good way to do this? Maybe a max sum skill lvl? > > Also I think if you have the same weapon and the same skill lvls should > > always do the same damage but with one exception: > > > > The catastrophic failure roll. To see if you Hit(most > > common),Missed(occasionally) , had a catastrophic failure(rare) or an > > exceptional hit(also rare). This way you know if you stand a chance but > > there is still the possiblity of things going horribly wrong. > > > > Also I'm not sure If I like having skills be a direct function of stats. > > You could just as easily have stats be the only attributes and just add > > complex formulas in. > Hmm. Maybe I wasn't clear enough. I meant for skills to be independent of > stats, but be affected by them. So your strength starts at 6; if you're in > top shape, it goes up to 9, and if you're dazed, bruised, and confused > it's only 3; but you could do things that would increase or decrease your > base strength as well. Maybe if you make your way to the Gymnasium of the > Damned deep below the surface of the earth you can work out for 1 point of > Strength per nweek, but if you get attacked by Bloodsucking Giraffes you > lose Strength, and so on. > So stats don't determine skills, but they can influence them. Ah ok . Well two things then. Change if from 6 to 60 so increases can be more granualated. An example of how you see weapon talismans working would be interesting. Would they all be passive? > > Now about being forced into combat. Why not have it so you get two actions > > a period. So you have to decide between fighting back, running away, > > using a potion, ect. Also instead of being completely stifled if someone > > wants to pick a fight why not just give them glancing blows if you try to > > run away. So if you really didn't want to die you could run and use a > > potion every period and hope the closet doesn't have someone in it. > I don't think my combat system as it stands will result in much damage > being dealt, and I don't intend it to. The fact that you force somebody > into combat is precisely the point of this: I see fighting as a tool not > for killing someone, but for keeping them from doing things. > The eventual goal is to create team-based games like Capture the Flag > within the House. My style of combat would work well in that, I think, > because there are many opportunities for teamwork. For example, imagine > that a teammate of yours has captured the flag and is taking it back to > base. An opponent with very high Strength is coming at your flagbearer > quickly, and will probably get the flag back if e catches up. So > basically, you tackle em to buy time for the guy with the flag. You know > you can't beat this guy, 'cause e's too large and strong, but you don't > need to beat em, you just need to delay em long enough for the guy with > the flag to reach the Spiral Stair and get to the Front Hall so that your > ally up in the Conservatory can Lower the Sconce and trap the big guy in > the Storage Room with a Sinking Stair. > The other thing I was thinking of adding is Stunning, where if you beat > the other guy by seven or more you Stun them and they can't do anything > next period. That way a strong guy might be able to get out of a fight by > hitting eir opponent hard enough to Stun them and then running away; a > weak player could get some Talisman that helped them Stun players and use > it to escape combat, etc. ok _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss