But I'd love, love to play something like this.

On 11/24/13, Dakotah Rickard <dakotah.rick...@gmail.com> wrote:
> I have a good suggestion. I know it's good because I've used it a lot.
> Don't overcomplicate things. The more you add, the more you'll want to add.
> Having various skills as buyables, having various weapons and shields
> and armor and such as another type of buyable, all that sounds not
> only feasible but relatively easier to code. If you end up working out
> how fight differs from fight, how opponent differs from opponent, then
> you'll have to create a rather larger interface than maybe you
> intended.
>
> On 11/24/13, dark <d...@xgam.org> wrote:
>> Hi Tom.
>>
>> I agree on your skills ideas and varieties of upgrades,  whether warriors
>> or
>>
>> robots, but I was also thinking in terms of what was actually happening
>> in!
>>
>> battle, so that when fighting the player actually had different options
>> to
>> choose than just hitting the attack button over again.
>>
>> So just to take a simple example, rather than just role dice with all
>> correct weaponry skills and do damage accordingly, have a number of
>> defensive styles to choose before using each attack which can be used a
>> limited number of times in the fight. Lets say for example, you see your
>> opponent is using a dodge defense. well your obviously going to want a
>> wide
>>
>> slash to be more likely to hit, so you might choose to hack with your
>> sword.
>>
>> On the other hand, if your fighting someone with a sword and shield who
>> chooses to block with their shield, well hacking away won't do much good
>> so
>>
>> you might decide to try striking at their legs and putting them
>> offbalance,
>>
>> so you'd choose an unbalancing attack which would make your next attack
>> stronger.
>>
>> thinking of a fighting game this way, asmore of a card game where you
>> choose
>>
>> to play different cards from your hand according to your oponent's
>> stratogy
>>
>> rather than a dice  game of  who can roll the highest would make for a
>> much
>>
>> more intereactive game, and   also something where the randomness of the
>> opponents you fight makes a major difference.
>>
>> of course this is just a suggestion and there are doubltess other
>> possible
>> systems, but I will confess it is one of the things that  irritates me in
>> so
>>
>> many  rpg games, whether browser based, old text based ones or even
>> simple
>> battle affairs like Hack or tournament from bpc that basically  all the
>> stratogy  comes from  what  stuff you buy or train with experience, and
>> none
>>
>> is  applied in the actual fight itself. After all in a real! fight,  it's
>> far more likely to be the person with the better stratogy, experience and
>> instincts who wins, not just the one with the best equipment or the
>> biggest
>>
>> muscles for all both are important.
>>
>> all the best,
>>
>> Dark.
>>
>>
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>
>
> --
> Signed:
> Dakotah Rickard
>


-- 
Signed:
Dakotah Rickard

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