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Re: CF: combat proposal (long)
- To: crossfire (at) ifi.uio.no
- Subject: Re: CF: combat proposal (long)
- From: Florian Beck <>
- Date: Tue, 24 Sep 1996 04:14:23 -0700 (MST)
- Reply-To:
- Sender: owner-crossfire
Hello!
First of all: CF really is great! And the weapon code modifications
sound even better. So please, don't missunderstand any of my
comments/suggestions. It's not for me even to think about coding
things like that myself...
Brian Thomas wrote:
> I. Weapon attack modes
...
> cut low 1-Attacks cause bleeding to occur
> and Mult all damage that penetrates
> armour by 1 1/3.
A cutting attack shoud less likely penetrate armour.
...
> Cut -- Nothing beyond initial damage check.
I'd suggest a high chance for blade weapons to be damaged when trying to cut
armour.
...
> Disarm -- NO initial damage check.
When I'm trying "disarm" and don't succeed - probably my AC should be lowered?
[Idea: I'm doing something very non-defensive.]
AND: Chance should depend on opponents weapon/attack style. It should
work less likely against someone bashing with heavy weapons than fencing with
a rapier.
...
> If a weapon/armour item accumulates a negative ac/wc "bonus" greater
> than its magic bonus, it is destroyed. This means that an ordinary
> small shield (ac 1) is destroyed after accumulating 2 damaging hits
> (ac first goes to "0", on next hit it then becomes negative) and a
> +1 small shield can take 3 hits. A piece of armour is also destroyed
> if its armour value drops below 0.
I know it would be difficult but I would prefer a new veriable. It would
indicate if it is damaged or not (100%=perfect condition,0%=can't even be
fixed anymore). For the time being wc/ac/damage could be multiplied with
the "quality" (a 50% damage+10 weapon would do +5 damage). Spice could be
added: low quality weapons are less likely to succeed with special attacks.
> b. how to 'invoke' special attacks
>
> Under some attack modes several effects are listed. For a first
> pass at coding this, each effect listed is checked for in every
> attack. Later, we may think of an easy, intuitive way to allow the
> wielder to select the special attack effect.
>
> The player invokes a special attack by readying the melee weapons
> skill, and making a 'ranged' attack. Monsters may make special
> attacks based on their intelligence, attack movement, and whether
> they have the skill_melee_weapons in their inventory.
Idea: Let the player set one or two parameters:
two: Aggressive - Defensive, Melee - Technical OR:
one: Aggressive - Technical.
Depending on these paramteres, the wielded weapon and the stats,
the special attack os chosen:
- an aggressive style is chosen:
if the character has high STR and say a warhammer - fine: lots of
bash attacks;
if he has low STR or e.g a rapier/dagger - bad: lots of misses
- same with technical style: high INT/DEX and rapier/nunchacu/taifu -
many impaling and disarming attacks, else - failures...
> c. immunities.
>
> Of course, some monsters will be immune to some or all of these
> attack modes, and may be unaffected by bleeding and fatigue.
> For players, some magical items may make the user immune to some
> attack modes and reduce or (in rare and REALLY powerful items)
> eliminate the effects of fatigue and/or bleeding.
Seems all monster archetypes have to be changed. (Fine, there are other
things which could be done.) First I though "impale" should not work against
ghosts. But then: what attack can hurt ghosts at all?
>
> Some player character types may not be affected by bleeding (cf.
> fireborn and wraith).
Hmm, either bleeding is only a small nuicance or these type would
gain a HUGE advantage. (Neven liked those anyway: they can't be seen
as professions.)
> II. Fatigue and Bleeding.
> a. fatigue
>
> This is essentially a measure of how much physical exertion
> a given creature can accomplish. As the amount of fatigue
> rises, the creature begins to lose vigor (Str) and can accomplish
> less. In game terms, we assign a maximum number of "fatigue points"
> (fp) that may be accumulated by each creature based on their Str +
> (physique) experience level (in players) or just assign it to a
> monster (just like hit points).
>
> The amount of Str lost depends on the percentage of fatigue
> points relative to the maximum number of fp. For very high
> levels of fatigue, our healing rate is effected adversely.
>
...
> Note, as you lose strength, you will auto-matically be slowed
> down (from the speed calculation in fix_player) thus simulating
> a characters "tiredness".
>
> Fatigue is regained at a rate equal to about 2x that of hit
> points. In players this rate is based on their Str and Con
> (in monsters the Str value is used).
>
> Most probably, it would be nice to have a stat bar in the lower
> window for monitoring the current fatigue level.
I would suggest a close connection between hp and fatigue. The "hp" are
something silimiar anyway: If a character with 2 of 150 hp's left
really would be damaged physically (i.e compltly mutiliated) I couldn't
see how he could be healed again. I always pictured low hp characters
as: exhausted and many scratches.
Idee: "fatigue" is used up before the "hit points". If fatigue is low most
attacks wouldn't atcually physically damage - they would use up stamina,
though. After stamina is used up, hits would immediatly decrease hip points,
as would arrows or backstabbing.
> b. bleeding
>
> Bleeding refers to the damaging effect of blood loss from open
> wounds. Not all weapons will cause bleeding nor will all creatures
> bleed (ex the undead!, also see above).
Maces probably don't cause bleeding but other nasty effects eg.
breaking bones...
> The rate of bleeding will vary from second to second depending on
> the damage the creature has received and its healing rate.
Should depend on a "healing" skill and the availability of bandages.
> You can bleed to death. Experience is awarded to the owner of
> the "wound" that did the killing damage.
But that's a bit similiar to the wands (which don't award xp). Why
reward the attacker just because the victim has no bandages?
> III. Extended weapons.
...
Great!
Additional idea (actually something completly different): make a weapon
subtype which I could refer to in maps. E.g (in a narrow passageway):
"you can't use a poleaxe here!".
> IV. Appendum - other related stuff ====
>
> a. Armour & Weapon repair
>
> We can make an "anvil" in the shops that will repair armour to
> its original (ie arch->clone.obj) properties. Magical equipment
> can only be repaired by the enchant armour scrolls (but we
> should probably drop the weight increase effect for using these
> scrolls). We could drop the cost in these scrolls, or just
> make magical properties restorable by the anvils.
>
> Weapons could have a repair anvil too, but here only the
> original "magical" properties of the equipment are restored.
Don't allow "magic repair". If the magic is lost, it's lost and can
only be recreated.
(Besides: the making of magic weapons/armour should require a magic
weapon/armour SKILL.)
> b. Changes to skills, new skills first_aid and 2-handed melee
>
> With the new attack modes, it makes sense to give some new
> properties to older skills, ie:
>
> Jumping skill -- Give it ability to do knockback (really
> ought to call this skill jumping/kicking).
> Allow more damage versus inanimate objects
> (eg. doors).
> Punching skill -- Give it a stun effect as per bash.
> Karate skill -- Allow it to parry thrown weapons/arrows.
> Clawing skill -- Give it a cutting attack mode.
>
> And lets add two new skills:
>
> first aid -- Application can lower the bleeding level
> and do *minor* healing (ie 1-2 pts). May
> implement this as a skill-item "bandages"
> (this is a knowledge skill either way).
Good idea. Why not additionally add a "healer" skill which affects the long
term healing rate?
> 2-handed melee -- User can wield 2 weapons (with restrictions
> based on Str). The primary weapon can be
> used to make special attacks, and the
> secondary weapon is used to determine the
> effect of being able to 'parry' special
> attacks (ie takes the place of a shield;
> in parrying a special attack the secondary
> weapon may be damaged too!).
> You get some small ac and damage benefits
> from the secondary weapon too. May get lower
> exp gain from using this skill (for the
> sake of playbalance).
Hmmm,
- even a low leven character should get more ac from a shield than a high
level char from a secondary weapon
- make it difficult to learn:
1.secondary weapon get's a ?20%? penalty (left hand)
2.starters need MORE time to attack with primary and secondary weapon
than TWO times with a single handed attack.
(Additional idea: a fighter should get higher WC when really SINGLE
handed, ie no shield.)
3.high level characters need LESS time to attack with both weapons
than TWO times single handed.
FINALLY: how about:
1) skills for different weapon types. It would be great to have different
weapon types (dagger, mace, sword, axe, staff, two-handed-weapon).
A fighter would start with several, others only with "dagger".
A character who has sword skill still can use swords - but he would
miss often and couldn't do any special attacks.
2) beside 2-handed melee, healing and melee - other skills that could
affect fighting:
- fencing (higher chance for impale attacs, advantages against light
weapons)
- backstabbing (against neutral/friendly monsters);
- special "monster lore" (undead, trolls, dragons, feline ... whatever)
could give advanteges against corresponding monsters.
- "hiding" could give attack advantages (or does it already?)
3) difficult to implement, but I thing useful: SKILL LEVELS.
- AFAIK skills are "hidden objects" in the player's inventory; so,
if there is a variable left it could be used for the "skill level";
- the "skill level" would raise with usage (0-100%),
- for the time being, if the code doesn't make use of the skill level,
no harm is done,
- possible effects:
a) low skill levels would cause dropped/damaged weapons, missed attacks,
etc
b) high skill levels would cause many special attacks, critical attacs,
maybe even "fear"/"confusion"-type attacks.
--
Florian
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