Updated July 5th, 2007

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 Battle System
Sky
Posted: Feb 6 2007, 12:57 PM


Newbie


Group: Members
Posts: 2
Member No.: 26
Joined: 26-December 06



What I've read so far, I don't quite like the battle system. It is too one-sided. Mind if I suggest something?

Okay. Speed will be accounted for player's turn, but instead of ADMINs deciding if the attack hits or not with the user's dodge rate, why not give the player a chance for a counter-attack or to defend themself? For example:

Player 1: Charging in towards his opponent, (Player1) brandish his swords from the side as he move in closer. Punching the ground hard, he bring up his sword to strike downward on his foe.

Player 2: (Player2) narrows his eyes. Seeing how his opponent is simply charging forward, (Player2) decide to wait for his opponent to come in closer. He smirks. As soon as (Player1) punches the ground, (Player2) jump, tumbling to the side hoping to escape the attack just in time.

... THEN the Admin comes in to determine the hit/dodge ratios. This way, Skills such as Tumbling can actually be used. Afterward, instead of going back to Player1's turn -- so it won't just be Player 1 attack while Player 2 defend -- Player 2 get his chance at an attack.

In another example, with techniques. I mean, if we are to have supportive/defensive technique, how are we supposed to use it if we can't have a chance to during an opponent's attack(s)? This will be an example with both player having my character Sky Silverwind's techniques:

Attack: [...] finally able to catch his opponent off-guard after dodging one of his slash, Sky infuses energy into his blade: its edges and tip. Sending a powerful downward motion slash at the ground, three energy blade shoot towards his opponent.

Defend: No! Still tired from his previous attack, Sky was unable to bring his body to move quick enough away from his opponent's counter. Unless... from his wings, feathers suddenly start to fall. Its regenerative capibility rapidly increasing as feathers soon cover the ground. Must be quick. With what energies Sky have remaining, the feathers on the ground quickly hover in front of him creating a solid shield; Sky held out both hands to better his temporary defense.

So now, ADMINs can calculate the Attack power's difference with the Shield's defense.

So now, the system is sort of like:

Player 1 (Attack)
Player 2 (Defend)
Admin
Player 2 (Attack)
Player 1 (Defend)
Admin
Player 1 (Attack)
Player 2 (Defend)
Admin
-- and so forth.

Speed can be accounted for the amount of actions a character have. If one character have two actions to the other's one, then his chance of scoring a strike would be higher than the defending character's dodge, since the defending character would have the lower speed and therefore does not have the agility or quick enough reflex to defend both attempt to hit.


That's just my suggestion.
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Raisha
Posted: Feb 6 2007, 02:02 PM


Strength


Group: Members
Posts: 315
Member No.: 15
Joined: 21-March 06



I had noticed that too, but I didn't know what to do with the system. You should think about this Hawk, it's pretty ingenious.
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Spoit
Posted: Feb 6 2007, 04:28 PM


Power


Group: Admin
Posts: 687
Member No.: 4
Joined: 29-June 04



I'm not entirely sure what you're suggesting. From what I'm reading, you want everyone to get a free action when someone does something to them?

I agree that the combat system is rather clunky, but I hardly think that doubling the number of posts would make the already overwrought combat sequences go any faster. As it is, other than unavailability unsure.gif , combat is one of the biggest slowdowns to RP-ing, and a relatively simple caravan vs 1 enemy combat can easily drag on for pages and weeks.

BTW tumbling and other combat skills are already taken into account automatically. Just like most attack-actions, what's actually posted IC is just flavor text.
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Blackhawk
Posted: Feb 6 2007, 07:58 PM


Administrator


Group: Admin
Posts: 1,788
Member No.: 1
Joined: 23-June 04



Yea, as I have it now, I auto-calculate tumble in, it adds +1 to dodge, giving you an additional chance to dodge. When you do make the dodge, then I put in my admin-post something about the enemy missing or you dodging.

But I suppose I understand what you are trying to say, however, there are some problems, say

Opponent: Jake slashes at Jane's head with his sword, charging the girl ferociously

Defender: Jane sees his incoming attack, and prepares her fireball attack, launching the fireball into the path of the Warrior

.. now, if it was my turn, Would I check to see if the defender's attack hits first? If so and it does hit, that means that the attacker gets hit and lost his attack, since a fireball in the face usually stops a charge. Also, should I let the attacker get an ADDITIONAL post to try and dodge the fireball? Or change his strategy, perhaps firing a water-ball to cancell out the fireball and continue his attack?

This method could make the defender always have the advantage because they can prepare and usually counter an enemy's attack, either nullifying it and hurting them back, or whatever.

The battle system can be improved, but we gotta try and make sure that it can't be abused first.
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Spoit
Posted: Feb 6 2007, 09:45 PM


Power


Group: Admin
Posts: 687
Member No.: 4
Joined: 29-June 04



On the other hand, I would suggest that you could use your turn to prepare for an attack (and perhaps gain a dodge bonus?) which would then allow you to react to at least the first attack you recive.
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