> One thought I just had about this is changing weapon speed vs normal speed. > > Right now, normal speed is used for movement, and if you attack something, > what is currently your weapon speed gets moved into speed left for those > extra > attacks. This also creates other odd effects, as now it is also movement > speed. > > My thought is to completely separate them. speed (and speed_left) is only > used for movement, and is used like things are now. > > weapon_speed (& weapon_speed_left- abbreviated wsl) work like the speed > ones - > each tick, wsl is increased by weap_sp, not to exceed it. > > If moving onto a space would result in an attack, an attack is made so long > as > wsl>0. For the attack, wsl is decreased by one. speed_left is not modified, > or > perhaps decreased by some amount so that it becomes difficult to do a 'move, > attack, move' in same tick. I'd say that weapon_speed itself doesn't get > directly changed by this, but it may be reasonable that if advanced combat > options are added, some actions take more time than other (disarm maybe > decreases wsl by 2 for example). > > Now what I thought would make this interesting is instead of weapon_speed > being just a player attributed, make it an object/monster attribute. > > This gives another way to tune monsters. Now you can have monsters that > move > really quickly, but perhaps don't attack very fast - things that are hard to > run > from. And you could have other monsters that move slowly, but attack fast if > nearby. In a sense, this could be used to mimic creatures that should get > multiple attacks (think something like a squid with multiple tentacles). > > the default behavior for monsters would be weapon_speed = speed, so that > every > monster does not need to be modified. > > Thoughts/comments?
I suspect it is going to be difficult to balance combat and effectively slow down the combat without making physical combat metered like mana/grace combat is. A proposal for making physical combat speed controlled by a metered resource like "stamina" is hereby on the table for discussion. Physical combat is extremely unbalanced a the moment, IMO. Kevin _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

