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Re: Re: [Adonthell-general] Combat


From: nilsfohrbeck
Subject: Re: Re: [Adonthell-general] Combat
Date: Tue, 16 Apr 2002 16:26:56 +0200

address@hidden schrieb am 16.04.02:
> > I could imagine that an archer would have one additinal button that
> > cycles through the available opponents. As long as a certain opponent is
> > selected, all attacks are directed against that opponent. 
> > 
> > Actually something similar could be done in melee combat as well. Once
> > the player hit an opponent, his character would automatically follow the
> > moves of that opponent. He wouldn't leave his position, just turn around
> > to face the opponent. If the opponent gets out of reach, the player had
> > to pursue him. Of course, the player could walk away whenever he wants,
> > as his keypresses would override the automatic commands.
> > 
> > I think that would simplify combat a bit, giving you more time to
> > concentrate on some kind of strategy or special moves. (Actually, if you
> > look at all those fighting games, even the 3D ones, the opponents always
> > face each other automatically.)
> 
> Very good idea. I thought too about using such a "target" system but
> your idea goes much further. Characters should be able to keep the "safe
> distance" in combat - that is, the distance where the opponent has to
> approach to hit you but where you can also attack without making too
> much moves. In melee, attacking could result in approaching if
> necessary, hitting, and returning back to the safe distance. If the
> opponent moves, you could follow your target - this might remain an
> option however. The general idea is very good I think. You should not
> have to align yourself with your opponent just to hit him.
> 
This would put a lot of emphasis on strategy however, and make the game more 
like Baldur's Gate. I 'll come up with a set of stats that represents combat, 
and how it is handeled exactly will have to be seen when it is implemented. 
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