Posted by Archaon on 11/18
I think that there should be a modification on
the weapons that we use in this mud, atm we have:
max dam, avg dam, quality, weight.
I think having a weapon length added would be interesting.
as if person 1 is attacking person 2 with a dagger and person
2 has a long sword then both of them are NOT going to be able
to hit each other at the same time. or if they could then
the damage delt would not be any where near as good as at
the optimum range. to help control the range you could use
wary or agg, with a long sword you would go wary, so you
say toward the rear of the combat where you are most effective.
with a dagger one would be full agg so they can get close.
Well its just an idea...
Tuesday, November 13 2001, 11:31PM
sounds like a cool idea, kinda. You'd have to take into account attacks
and stuff, though, and considering realism dosn't exactly fit in with
the fight system it'd be hard to please folks, with so many differant
takes on how stuff 'would work' or whatever. Like if your headbuttin'
someone a longer weapon would be rendered rather ineffective considering
how close you have to be to bump noggin's. I rather like the idea of
the round after a backstab bein' wicked potent, though.
What I was sayin' is that while I think a 'longer' weapon like a staff
would be less effective after a headbutt, others might say 'The target
falls backwards so it puts you at the right range for top effectiveness'.
Just sayin' it would probably cause loads of bitchin' and moanin', since
even simple stuff people find way hard to agree on round' here. Cool idea
but we got enough disagreement about 'realisim' as is.
Wednesday, November 14 2001, 01:13AM
Round after a backstab be wicked potent?
I dont think snipers need to be hitting harder then they
already do. If anything they should be hitting weaker
Wednesday, November 14 2001, 04:42PM
Thursday, November 15 2001, 06:03PM
I imagine a dex fighter, as a knife fighter or fencer, to be rapidly
closing in with the opponent to strike, then dancing out of the way again.
It doesn't seem that wary/agg can really handle that kind of manuevering.
It would be good to take weapon length into account tho.
Friday, November 16 2001, 02:44PM
Positional combat was a feature originally planned for skill trees,
and would have behaved basically as you've described, if I
I doubt we'll see anything like it anytime soon. It's too bad. I
think the planned version included attacking from behind, among
other things. It would be quite cool.
Sunday, November 18 2001, 10:36AM
As Skar mentioned, positional, or spatial, combat was to be part of skill
trees but it was decided to add it after skill trees was completed.
Ideally, you would be able to move in or away and shift left or right. It
would make combat much more complex. Facing would matter, weapon size +
distance would be a factor, you would be able to use more skills if you
backed far enough away (eg, make poultice) and you would be able to end
combat without fighting to the death just by backing out of combat.
Some skills would be affected by position as well, but I don't believe
there are any skills planned to improve how quickly you can move in
Section 5.1 of the skills tree faq touches on spatial combat: