Help Combat Changes

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COMBAT CHANGES

This highlights the changes introduced in Combat 3.0 (Feb 2008).

  • You no longer have to watch timers. You just type 'kill' and the game
handles things for you while you pose and role-play. DONE
  • There's a bit of artificial intelligence (AI) at work. The game is smart
enough to handle certain combat tasks for you -- and for NPCs, animals, and
monsters. This means that the War Shamibelians will use the same combat
system that players use for total fairness. DONEISH, NOT GAMEWIDE
  • There's now a single timer interval, not a separate one for each command.
DONE
  • Melee timers now rely less on Reflex + Agility, though those attributes are
strongly present. Other attributes can be selected at random on each timer
cycle, so your timers vary from cycle to cycle. DONE
  • Engagement is simplified via mutual and reciprocal engagement (see 'help
combat engagement'). DONE
  • Having a shorter or longer weapon than your opponent does not stop you from
attacking, but having a longer weapon gains a +1 attack dice advantage. DONE
  • But spears have a quality called Reach which lets them engage opponents
without threatening them (and thus their victims don't get free engagement
back). DONE, DEBUGGING
  • Ranged combat is much easier. You now just wield a ranged weapon, designate
a list of potential ammo sources, then use "kill" or "attack." The code does
all the rest -- the aiming, finding the ammo, loading your weapon, etc. It
will use the ammo it finds in the order you listed. DONE
  • There's a new Volley command that lets archers get bonuses by placing
attacks close together (in time) and choosing an enemy randomly. DONE
  • Several commands that let you specify a victim now also take @<teamname>.
See 'help combat teams'.
  • @Combat has a much improved look and feel, with bar graphs showing you your
energy and damage, and a list of who threatens, engages, or aims at
whom. DONE
  • Styles have been eliminated. DONE
  • A new 'defend' command lets one character protect another from melee
attacks (see 'help defend system'). DONE
  • The system adds Techniques, which are sub-skills you can spend XP to
learn. Each technique offers a small bonus to some aspect of combat in
limited circumstances. The effects typically last one timer cycle but some
last much longer. There are techniques for all kinds of things, even
Leadership buffs for the followers of military commanders. NOT STARTED

See also help for: combat

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