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Melee and Ranged combat
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Author Topic: Melee and Ranged combat  (Read 4405 times)
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« on: March 09, 2005, 01:58:48 PM »

And yet again another idea I chuck out into the moding community.

I know of the secondary weapon's mod but that is not what I had in mind.

How about the ability to make two different weapon types, a melee one which we all know of , but also a Ranged weapon which acts differently in combat, and combat plays out differently when it's Ranged vs Ranged, Ranged vs Melee, Melee vs Ranged, and Melee vs Melee. Cause I like bows quite a bit but really just making a bow weapon feels off, like it's not really there. In my server I also have a plethera of ranged weapons and would like to see a differance in these from your casual melee weaponry.

I know this would probably be a hueg task but it would deffinatly be interesting and spawn a new unique fighting system. Right now your able to plan out your fights pretty well and it's easy, this way there is some changes in how you'd have to fight.

For melee obviously you deal more damage, but ranged should have the ability to be very evasive or something like that. I'm not sure how it would all work out.

This is just another crazy idea, one that might not really be possible but still I'm contributing to the community with new and interesting ideas. Cheesy
« Reply #1 on: March 09, 2005, 03:28:29 PM »

I don't think this can be done as a module.  It would completely change the way combat is done.

There were some old door games I played like Operation Overkill that handled this fairly well.

Combat starts.  There is a random chance one party has detected the other first, and gets initiative.  This much we already have.

However, most of the time, combat starts at range.  You have the option to charge into melee range, or to fire a ranged weapon.  The enemy may or may not have a ranged attack themselves.

If you spend your action moving into melee, the other party can get a free attack at ranged if they are capable.

Both parties can opt to stay at range, and never move into melee.

I think this will add depth to the game.  Some players will have to spend money buying a nice ranged weapon.  Their melee weapon may be better than ranged, or vice versa.  Combat will require more attention, and won't be as boring since you have to pay attention to what creatures have ranged attacks, and which don't.

However, this will affect gameplay on a variety of levels.

A second weapon in an increased money sink.  All the creatures need to be editted with two new fields, one is a bool for rangedweapon, and the second for ranged attack rating.
« Reply #2 on: March 09, 2005, 03:45:31 PM »

third would be a ranged weapon name....

And Operation Overkill was a heck of a nice door game..
« Reply #3 on: March 09, 2005, 03:58:01 PM »

Good point, and I loved both OO, and OOII.
« Reply #4 on: March 14, 2005, 09:05:45 AM »

Loved OO][ and Land of Devastation.  Both had great ranged/close combat systems.

One feature from them that I'd love to see, if this is implemented, is the ability to give a ranged parting shot to a feeling opponent.  It was great feeling of satisfaction to hit a fleeing opponent in the back, dropping them anyway.  But I guess that would also require fleeing opponents.
« Reply #5 on: March 14, 2005, 01:45:35 PM »

Yet another really good point.  I'd really like to see something like this implemented.  And I think I could do it.  But my plate is getting pretty full at the moment,  
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« Reply #6 on: May 02, 2005, 03:36:27 AM »

If only this was easily implemented..I have tried for ages to get this working...

Perhaps now that I have figured out user prefs and the like it may be almost managable.. Wink

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« Reply #7 on: May 19, 2005, 08:01:01 PM »

This would be really cool.  The current battle system is... um...  well... dated.  Tongue
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