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. >> >> >> --- >> Gamers mailing list __ Gamers@audyssey.org >> If you want to leave the list, send E-mail to >> gamers-unsubscr...@audyssey.org. >> You can make changes or update your subscription via the web, at >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >> All messages are archived and can be searched and read at >> http://www.mail-archive.com/gamers@audyssey.org. >> If you have any questions or concerns regarding the management of the >> list, >> please send E-mail to gamers-ow...@audyssey.org. >> > > > -- > Signed: > Dakotah Rickard >
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