http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=811

           Summary: Precision Aiming
           Product: OHRRPGCE
           Version: Future (A?)
          Platform: PC
        OS/Version: Windows XP
            Status: NEW
          Severity: feature request
          Priority: P3
         Component: Attacks
        AssignedTo: [email protected]
        ReportedBy: [email protected]


This feature request spawns from a slight discussion in the Castle Paradox
Ypsiliform release thread regarding setting the X,Y coordinate of an attack's
target:

James wrote:

"I don't know why I never thought of that. I should add an attack animation
offset too. 

"Actually, attack animations have been positioned slightly wrong for several
years. They are supposed to be bottom-center, but instead they are bottom left,
and I just keep forgetting to fix them. 

"I do have plans to make all the battle sprites slice-based (which will make
things so much easier when we eventually get around to battlescripting)"

I'm posting this as a reminder of the discussion, but also to give suggestions
on ways to make it even better/cooler.

I'll admit that I haven't played that many commercial RPGs in the last decade,
but I do know that of the ones I've played, aiming is limited to an arbitrary
stat, and not particularly strategic.

One thing that might make setting our own X,Y coordinates for landed attacks
even better is if we had an optional bitset to assign multiple selectable
points for a player to aim at.

You could call this "Body Part Aiming" a la some fancy military strategy game
where headshots count more than foot shots, for example.

The way I could see this working is that each enemy has a default target on its
back, which the designer doesn't have to manipulate if he doesn't want to. This
would maintain current behavior.

But if he wanted to reward the player for improving aim, he could turn on a
bitset that allows for a definable number of possible target zones. And each
target zone can be targeted depending on the player's experience level or level
of patience.

For example, I might create a blob character that has the default target aimed
at its general body. It's big. It's bulbous. It's an easy target. Therefore, it
might take a few hits to bring it down.

But perhaps I want to blind it. What do I do? Why, go for the eyes, of course.
But this requires some field experience, so I might want to set an unlock
requirement for level 5 for that particular enemy.

What if I want the instant kill? Then I need to target its gelatin core. And so
on.

The offset for precision aiming would be that the player would have to take a
few extra seconds to cycle through his unlockable body attacks, which would
open him up to getting attacked more often if the active time bar is open and
he spends too much time setting up the aim.

This, of course, could increase the need for battle strategy (especially if
there are support bitsets that improve the functionality of this feature).

Since precision requires a focused fighter, it would make sense to limit this
feature to focused attacks, unless the designer is making some kind of ninja
game where he could optionally spread a bunch of daggers into a bunch of blobs'
eyeballs.

I'm sure that could be discussed.

I could see the menu looking something like this:

Default Target Point:
Default or X,Y set

Multiple Target Points?
ON / OFF

Target: 1 (Note: These will all look the same, so I'm only gonna suggest the
first)
Aim Requirement: Level 0-99 / Tag #
Effect: Chosen Attack / Elemental Effect / Status Register
Bonus: Extra Damage
Target Stat: Effected Stat
Override Default Effects: YES / NO (Note: This will decide whether this permits
a bonus to the selected attack, or if it substitutes the intended effect with
the effect defined three bitses up. Default should be "YES" to prevent abuse to
the enemy.)
Active Time Limit: 0-999 (Note: This will allow the designer to dictate how
long before the hero can select this target point. This can balance the level
requirement if the designer is more interested in testing the player's patience
when setting up an attack.)

This could be the basic behavior. It also might be worth setting up an optional
bitset for choosing which attack types could work on this target zone. Like,
"Focused" / "Normal" would make sense for a precision attack on the enemy's
heart, but a "Jump / Land" attack here would seem weird to me. So, allowing the
user to define which attack styles can target this zone would also make sense.
That might require a separate bitset list, however.

So that's my thought on this subject. Any additional ideas?

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