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We can put constants inside the ln functions too for further manipulation --[[User:Zao|Zao]] 3 Nov 2007" | We can put constants inside the ln functions too for further manipulation --[[User:Zao|Zao]] 3 Nov 2007" | ||
===Special Attacks=== | |||
=====Lunge Attack===== | |||
speed: one combat turn | |||
prerequisite: Dexterity | |||
jump forward a square or two and engage an enemy, doing 1.5x damage (an extra 30%). Requires a dexterity of n. Can only be used to start combat. | |||
If you are already next to an enemy you're lunging towards, you will push them to your new square as you lunge. Accuracy is reduced slightly. | |||
=====Wild Swing===== | |||
speed: one combat turn | |||
prerequisite: Strength | |||
Character's defense goes to half but their attack damage is x2. | |||
=====Tactical Roll===== | |||
speed: one combat turn | |||
prerequisite: Dexterity | |||
Character rolls behind opponent in one turn, during which his defense is doubled. Opponent is then stunned for one turn figuring out what happened and turning around. Character can use a suprise/engagement/first strike move during this moment. | |||
=====Dash===== | |||
speed: half a combat turn | |||
prerequisite: Dexterity | |||
Character dashes forward a square without any focused attack. The chance to hit with a dash is good (100?), with a Str% chance of knocking opponent down. Opponent spends one turn recovering, getting back on their feet. Can only be done to two legged creatures. | |||
=====Spin Attack===== | |||
speed: 1.5 combat turns | |||
prerequisite: dexterity | |||
Character harvests rotational energy (well, a longer path length to build up speed anyway) and swings on his enemy. For the moment, his defenses and accuracy go down dramatically, but he scores 3x the damage on his opponent when (if) he connects | |||
=====Upthrust===== | |||
speed: 2 combat turn | |||
prerequisite: strength | |||
Character more-or-less uppercuts with his weapon, knocking opponent into air for 1.5x damage. Wares characters out*. | |||
*what's the chances of having a stamina bar, especially for special attacks and running. My idea here is that we | |||
don't have to put as many consequences on special moves if they can't be used infinitely. |
Revision as of 20:58, 3 November 2007
Ultima Online
This is how Ultima Online handles combat calculations: http://uo.stratics.com/content/arms-armor/combat.php
Length of Attacks
Theory:
We want attack speed to depend on 1) weapon speed and 2) dexterity so that positive weapon speeds and dexterities contribute positively to the speed of attack (or negatively to the length of the attack)
(i use the words positively and negatively not mathematically, but from player's perspective)
1) weapon speed
if there's not a system for weapon speed, you could simply make it
inversely proportional to weight so that:
ws = c/w , where c is some constant (generally 1)
so bigger weighted weapons would be slower.
This might also need to be augmented by strength, so that heavier weapons are faster in the hands of stronger peoples.
perhaps:
ws = c*s/w where s is strength and w is weight of weapon, c a constant
2) dexterity
assuming a player with better dexterity will have a quicker swing,
dexterities contribution could simply be the players dexterity multiplied by
an arbitrary constant:
b*d (b constant)
Swinging Speed
swinging speed, denoted SS can then be equated to 1) and 2) by
SS = c*s/w + b*d
where c and b are constants that can be adjusted to balanced between strength-based characters and dexterity-based characters
Length of Attack
L = 1/SS
so that the Length of time is infinite when chracters have 0 swinging speed.
-Zao
- The problem with these formulas is that they would cause a huge difference between the combat behavior of low-level and high-level characters. A character with 100 in both strength and dexterity would have a swinging speed that would allow it to attack 10 times as often as a character with 10 in both attributes. With these formulas it would be impossible to balance the attack speed in a way that it wouldn't be pure button-mashing for high-level chars or long waiting times for the next attack for a low-level char. To have a better control over the feel of the combat system the influence of attributes on the attack speed should be less strong. Personally I would in fact prefer when the attack speed would be a weapon constant.--Crush 05:21, 3 November 2007 (CET)
"perhaps we could incorporate an logarithmic scale into it so that the rate of increase decreases as you get into the higher numbers of dex and str so that:
SS = c*log(str)/w + b*log(dex)
if we take c and b to be 1 and w to be 5, here's what I get (using Matlab):
for str=dex=10:
SS = 2.76
for str=dex=100:
SS = 5.53
Now 100 swings only twice as fast as 10
We can put constants inside the ln functions too for further manipulation --Zao 3 Nov 2007"
Special Attacks
Lunge Attack
speed: one combat turn prerequisite: Dexterity
jump forward a square or two and engage an enemy, doing 1.5x damage (an extra 30%). Requires a dexterity of n. Can only be used to start combat. If you are already next to an enemy you're lunging towards, you will push them to your new square as you lunge. Accuracy is reduced slightly.
Wild Swing
speed: one combat turn prerequisite: Strength
Character's defense goes to half but their attack damage is x2.
Tactical Roll
speed: one combat turn prerequisite: Dexterity
Character rolls behind opponent in one turn, during which his defense is doubled. Opponent is then stunned for one turn figuring out what happened and turning around. Character can use a suprise/engagement/first strike move during this moment.
Dash
speed: half a combat turn prerequisite: Dexterity
Character dashes forward a square without any focused attack. The chance to hit with a dash is good (100?), with a Str% chance of knocking opponent down. Opponent spends one turn recovering, getting back on their feet. Can only be done to two legged creatures.
Spin Attack
speed: 1.5 combat turns prerequisite: dexterity
Character harvests rotational energy (well, a longer path length to build up speed anyway) and swings on his enemy. For the moment, his defenses and accuracy go down dramatically, but he scores 3x the damage on his opponent when (if) he connects
Upthrust
speed: 2 combat turn prerequisite: strength
Character more-or-less uppercuts with his weapon, knocking opponent into air for 1.5x damage. Wares characters out*.
- what's the chances of having a stamina bar, especially for special attacks and running. My idea here is that we
don't have to put as many consequences on special moves if they can't be used infinitely.