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> Brandnew Combat System, it's innovative and original
Hawkins
post Jun 26 2008, 07:47 PM
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Actually I borrowed this from a turn-based game I played.

In this combat system, there are 3 tiers of player fighting techniques:

1st tier (auto-hit - minimum damages)

This is the traditional sandwich type auto fight in all MMORPGs, your toon hits automatically when aggroed. You can't do much damage in this auto-fighting mode, it provides certain defense against the mobs. It's better than just stand still defenselessly when you are AFK or disconnected due to a network problem while being attacked by a mob. Anyway, this fight mode provides certain protection for toon but does little damage. The philiosophy is, you need to actively do something to cause damage, damage doesn't come automatically, no matter how sharp your weapon is.

2nd tier (specials - medium damages)

Player specials are launched, this shows that the player behind does have a will to do some damage, so damage will be done, nothing is automatic, you actively launch a special, the special lands successfully and causes damages. This tier can also be commonly found in other MMORPGs such as Lineage II and WoW where you launch specials in the expenses of your mana pool.

In this tier, the damage throughput is relatively stable and predictable, which is, your opponent's hit point bar drops quite regularly, say, 100 - 200 damages per hit with a 3000 hp pool. It consumes mana to cause this damage. Nothing special, almost exactly like what everyone does in another MMORPG.

3rd tier (death blow - maximum damages)

Extremely powerful damage including insta-kill can be caused. However, you have to wait for a "time slot" to come in order to launch your death blow. In a party, the "time slot" comes just like a token pass, the token passes around each party members, when it's your turn to receive the token, it's your time to launch your death blow. To each player, such a token will appear as light bulb in your UI screen. When it lights up, you throw out your death blow.

The trick is, there is a time delay between your throwing out of a death blow till it truly lands. Usually, the more powerful your spell is, the relatively longer the time delay will be. More like the pre-cast time delay in UO. This time delay will be displayed in both your friends and foes' UI screen, such that everyone in the battle may guess by both the color and length representing the category and time delay your death blow is. Someone in your opponent's party may thus choose to interrupt your death blow.

The same applies to crucial healing, crucial buffing, curcial de-buffing and etc.

Roughly, the more members you have in your team, the slower each one will get his token. While the tougher the mobs are, the faster a token is turned. Such that you need to optimize the number of team members in order to be token-efficient.

This is basically the idea. And a battle may look like this:

Your party runs into group of mobs (linked and grouped mobs), a battle thus is started just like in other games. The sandwich mode starts and your party members automatically melee fight their nearest mob. Now your party leader (tank) receives his token and thus casts a 3rd tier hate that most damage dealing will thus be tanked. The next token receiver will cast whatever he's specialized and powerful, and so and so. On the other hand, the mobs may do the same, the mob boss will launch a melee death blow, which can only be interrupted by, say, a Ninja but he just passed his token round.

The only choice of the team is to put its hope in that the tank can either survive the blow, or he successfully evades the blow. A human tank may more likely survive the blow, while an elf tank may have to rely on his DEX to evade the blow. Ok, now the blow however lands successfully and knocks down your tank, before the mob boss gets his next token, your healer must rez the tank on time to avoid the boss' next death blow. If your team fails to bring up the tank, the next blow (if it's the same melee blow) will certainly insta-kill someone in your team.

Something like that. I can't put all the details here, but basically it works just like this. In a nutshell, it is an attempt to introduce tactical fights into a battle such that tactical coorperation becomes possible, results will rely more on human skills instead of purely ingame skills.

For instance, in order to pre-read a druid's death blows, you (as a player) need to be familiar with the druid's fighting tactics in order to make good guess on his next move and to stop him. This is even more crucial in PvPs and more challenging as human behaviors are difficult to predict, yet you need to predict correctly (the death blows) in order to win.
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Hawkins
post Jun 26 2008, 07:48 PM
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A more detailed discussion on how it's implemented in both PvE and PvP can be found here in gamedev.net,

http://www.gamedev.net/community/forums/to...topic_id=497648
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