Jump to content

mars84

Members
  • Posts

    5
  • Joined

  • Last visited

Posts posted by mars84

  1. Thanks for the update.

     

    I was wondering how the disengagement attacks would work with mind-control/crowd control abilities? Could I mind control an enemy and constantly have the disengage my melee fighter to score free attacks?

     

    If my melee fighter was surrounded by smaller enemies, could I cast a fear spell on them to score free disengagement attacks on them as they run away? Would this be equal to the number engaged or can this be upped? It would be cool to have a combo where you could send weaker enemies running and then clean them up with disengagement attacks.

     

    Finally, how would the animation system work for all of this? If a fighter was mid-swing and and an opponent disengages, would they escape freely if they could do so before the attack animation ends? I would hope because it would be jarring for the disengagement system to trigger a disengagement attack if they cannot physically complete the swing in time.

  2. I am only up to page 4 of reading what everyone else has posted so I do apologize if I'm repeating something here:

     

    I think to a large extent that your choice of armor system will depend on the other design choices that you make for the game. Here is an example from one idea that you posted during the Kickstarter:

     

    You said that you would have a stamina/health system where one is temporary and the other is more permanent and fatal. What this suggests is that taking a direct him from a weapon is going to be a very bad thing, since I don't see being stabbed through with a sword as only hurting your stamina. To this end, I think the first system that should be considered is not the armor system that handles the consequences of being hit, but rather the dodge/parry/block system that determines whether you are hit in the first place:

     

    Taking the example of being stabbed with a sword, the options would therefore be to:

    A. Parry it with a weapon

    B. Block it with a shield

    C. Dodge the attack completely

    D. Take the hit

     

    I don't see any character wearing non-metallic armor being able to survive if they take option D up there. If you have a more realistic system where damage cannot be magically healed, lightly armored characters are going to have to focus on not getting hit and the fact that they are wearing light armor should help them to do so, otherwise you will end up with everyone having to wear heavy armor of some sort.

     

    I think this discussion should therefore also focus on shields, dodging and parrying and not just the properties of the armor that a person is wearing. I have many more ideas on this topic and many that do focus on the body armor itself, but I'd also like to keep it short and hear everyone else's thoughts on how the combat system can deal with the type of problem I outlined above without the ability to magically heal damage.

  3. Hi,

     

    I'd just like to say that if you are going to include something like mining, please make it more exciting that swinging a pick.

     

    Something like goblin or dwarven explosives would be cooler where you can rig explosive to a section of rock and then blow it up in order to obtain ore. This obviously also opens up the possibility of opening up new routes and sections in underground dungeons, you could even use it to damage enemies like Batman AA's explosive gel.

     

    Oh and of course the noise from the explosion will attract patrols, but maybe that is a good thing if you have some traps waiting for them.

     

    Just my 2 cents.

×
×
  • Create New...