quote:
The trick is, based on a bunch of factors you have a randomly limited set of maneuvers (attacks/defence) at any given time. they are expended with use and you need to Recover to replenish them.
Anyways, currently the attack and defence moves are provided at an roughly equal frequency, and if two players are balanced the attacks and defense usually end up cancelling each other out.
Well if the current problem, what your trying to solve, is preventing someone from continually attacking and someone else always blocking, and if blocking doesn't cause any damage or so low of a dmg that it will take minutes to battle..
Let me get something straight first you said all actions will cost, drain from your action points. And after you use them you have to use the recover option (takes a turn) to recover your points.
Well then I say you make defending cost more points than attacking. Though you may have different types of attacks/moves available, make defending cost alot, so its in there best strategy not to continue wasting action points. Plus if recover takes up a turn - then they aren't blocking which gives a chance for the other player to get in a good attack.
::EDIT::
I was thinking though, whats the real point to blocking if you do this though? Cause if you are low on health, and you block, ok thats cool no damage but ultimatly the other player will land a blow....
Just fyi in my rpg games I'm going to take an idea from Legend of Dragoon (playstation title), when you defend, not only does it half the damage but it also regains 10% of your max health. Though I may use 7% as the magical number here, now there's a REASON to defend. And forces the other player to re-think his strategy of doing simple attacks.
[edited by - markadrake on August 13, 2003 10:22:48 PM]