Help Combat Changes
From FiranMUX
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
