I might just be bringing this outta the blue but wouldn't a TAS(Tatical Arts System) game for byond sound intresting?
Give me your thoughts
~Jake
ID:153737
Mar 16 2003, 10:21 pm
|
|
In response to Theodis
|
|
Theodis wrote:
Jacob wrote: Sure Tatitcal Art System(a battle system.. forgot to add that in) Is a fighting style having to be done with combos of functions.. Example: Lets hmm set out the options of High Punch, Low Punch, High Kick, Low Kick, also a stat all AP(attack power) AP is at 34, and 4 attack slots (get more as you level) Each attack slot determines how many of the options you of attacks you can do). Now youv'e encountered a monster. And you enter this in Hi Kick, Low Kick, Low kick, High Punch. Well you do the attacks as they go.. you AP stays the same. Its your turn again. This time you enter Hi Punch, HI Punch. Lowpunch, High Punch. Then boom you perform a hyper uppercut(or whatever you want move to be called.)and lose a fixed amount of AP depending on the made combo. In other words people can unlock many combo moves the ones that cost more ap will mostlikely do more damage. You would need to rest to regain AP. ---- Also included in a tas system.. lets say your fighting a midget.. You enter hi punch, hi punch,high punch,low punch. The three high punchs miss going over the small midget but the low punch hits. I belive you got the idea |
In response to Jacob
|
|
This time you enter Hi Punch, HI Punch. Lowpunch, High Punch. Then boom you perform a hyper uppercut(or whatever you want move to be called.)and lose a fixed amount of AP depending on the made combo. The only problem with this(provided you're making it multiplayer) is the fact that unless you have some limitations for unlocking moves you'll just have someone blurting out the best moves giving away the need to really test out combinations removing the exploration of techniques aspect. Other than that it sounds pretty interesting. Also included in a tas system.. lets say your fighting a midget.. You enter hi punch, hi punch,high punch,low punch. This could get annoying when you can't tell if an attack will succede or not. It might be obvious against a midget(unless your class is a short one too) but anything that is on the border of not being big enough could just end up being frusterating. So this might not be a good idea to have depending on how you implement it into the game. Realism should be second to how fun the game is and this might end up only adding tediousness to the game. |
In response to Theodis
|
|
First, to solve the problem with people blurting out the combos, simply give each person a randomized set of combos at character creation. The same effects can be used, but different attack combinations to access them are given for every person.
Second, it is NOT realistic for your character to think "I think I'll just throw a punch a few feet over this guy's head here!" If the character realizes that a high punch won't hit the enemy, then you should be informed of it. I would suggest not even including this, if it didn't mean that certain enemies would be invulnerable to certain combos (assuming the attacks have to hit before a combo is triggered). |
In response to Garthor
|
|
Second, it is NOT realistic for your character to think "I think I'll just throw a punch a few feet over this guy's head here!" If the character realizes that a high punch won't hit the enemy, then you should be informed of it. I would suggest not even including this, if it didn't mean that certain enemies would be invulnerable to certain combos (assuming the attacks have to hit before a combo is triggered). It's not realistic in anyway for dwarf to take out a room full of various colored ancient dragons either for multiple reasons. It's not realistic for a character to backstab a sleeping insect swarm. It's not realistic to cast magic. It's not realistic to have a dungeon that has nice and even dungeon levels at 50ft increments. It's not realistic to have a human get hit by a huge giant and only lose a small amout of health. The list goes on and on why ZAngband isn't even close to being realistic but it's still a very fun game and if you took out what wasn't real you'd be left with just about nothing. Sometimes it's better to forget about what would be realistic and go with just what's fun. |
In response to Theodis
|
|
Realism should be second to how fun the game is and this might end up only adding tediousness to the game. That implies that it would be realistic to do what you were advising against. =P |
In response to Garthor
|
|
Realism should be second to how fun the game is and this might end up only adding tediousness to the game. Maybe it's just late but now after that statment I'm lost :P. Anywho the top priority in any good game should be how fun it is and everything else should come after that. |
In response to Theodis
|
|
Theodis wrote:
Also included in a tas system.. lets say your fighting a midget.. You enter hi punch, hi punch,high punch,low punch. It would add some spice if various attacks/defensive moves also changed the accessibility of your hit locations. For example, someone trying to do a high kick while their opponent executes a low crouching leg sweep would miss the target and take a kick to the leg. I was considering a system like this, but haven't gotten very far. The wide variety of body configurations I had in mind for my system made it very cumbersome. It would work well for basically humanoid creatures though. |
In response to Shadowdarke
|
|
Shadowdarke wrote:
It would add some spice if various attacks/defensive moves also changed the accessibility of your hit locations. For example, someone trying to do a high kick while their opponent executes a low crouching leg sweep would miss the target and take a kick to the leg. I was considering a system like this, but haven't gotten very far. The wide variety of body configurations I had in mind for my system made it very cumbersome. It would work well for basically humanoid creatures though. A DBZ MUD that I once played a year or two ago had this sort of system. There were a few different attacks to use, such as...roundkick,sweep,high punch, low punch, high kick, low kick. Certain moves cancelled out other moves if timed right, and certain moves won over others if timed right. You could cancel your move at any time by entering a new one, so fights usually depended on how fast your connection was and how fast you could read. Some clever bitshifting could do the trick, depending on how many moves there are |
In response to Theodis
|
|
Hmm I believe elemental attributes to weapons or certain characters would make another great factor.. Anymore opinions?
|
I have no idea what that is :P. Could you give a further explanation?