So combat... "Turn-based" and "reminiscent of Pokemon". Ok, cool. I can get behind that wizzie. But without giving too much away, could you give us some clues as to what kind of combat you're thinking?
So first person style turn-based as in "my turn 1, I select 'punch drak in the ear', I miss. Drak turn 1 he selects 'punch finji in delicates', critical hit! much xp!"?
Or are you thinking more rock, paper, scissors type where we both select our moves in a 'planning phase' and then we both see what actually happens in the 'results phase'?
Or is it more like chess, where I have pieces, you have pieces and we move stuff around strategically and or hilariously?
...jiggly bits...
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I always like the last one. It lets you have fun with skills that mess with the times, giving people faster turns, or having that one massive skill that makes your next turn take years to get to, so if you didn't manage to kill them with it, you be screwed.
I should, theoretically get more hits per one of his. But I don't know how complex this combat system will be.
As a programmer, I can attest not very.
And I know this because I've done it.
It's turn-based in that things happen in order, but you are making decisions as the same time as your opponent. Once you both commit, then Initiative will determine the order of execution of your awesome abilities/moves/spells/what-have-you (and Initiative will be something to work on, as it will be determined by your Character's Speed, RNG and some other Traits we'll talk about later).
And in this system, we can pull off much of what Kjel and Darggie are talking about, but wanted you to be riffing with that "we both choose, then the game executes" in mind...
(and @Finjinimo, now I suppose we'll have to make an Ability for Drak's move against you in your example)
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And yes, below the belt dirty moves should absolutely be in. If I want to be honorable and virtuous keeping everything above board then great, but if I'm a scrappy brawler fighting tooth and nail with everything thing I've got then I am absolutely going to try to put a boot to your nuts.
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But levelling up skills and finding rad equipment augments and unlocks new options making it harder for the opponent to read what we are going to do.
So player skill is about predicting what the opponent is going to do, and lining up our own orders to counter that in a tight turn window -- 10 seconds or something for quick combat yes?
Sweeeeet.
And oh yes, @helpicantfly -- the Rogue class is a 1.0 class. I think you'll find things in that Class to like for the type of combat you prefer...
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Not too much info, like Pokemon
with tips,tricks ,strategy's for beating or at least giving thema overview of what to expect i would imagine some kind of picture list of who i have fought and brief overview of equip,skills etc.although who really knows.
i would think that house will also be able to provide such info on .but maybe npc evolve as you continue finding fighting them same as you ?
What you said about an uber stat is interesting. Our gear system right now is such that you can maximize various boosts to your core stats that will help you in different ways. So I think it's similar. For example, Strength provides the ability to hit and do more damage with martial abilities. Speed gives you an advantage for initiative and the ability to cause an enemy to miss. Our intention is to allow many successful builds of each Class to be competitive (and sometimes surprising) with opponents and to creativity in builds and loadouts.
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Like characters that were physically large were slower in combat than smaller characters, but had more strength.
Strength adding to to your block, but removing evasion.
you get the idea.
And is there a thread here for discussing Traits?
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