the balance between ranged and melee attack
in many games, RTS¡¢ARPG and SLG, ranged and melee are the most common attack ways.
for example: two characters, the archer is good at ranged attack, the warrior is melee attacker. the archer must stay away from the warrior for some distance because otherwise he will be definitely defeated in melee attack. so it is difficult to make it really balanceable.
my question is, is it possible to design a SLG like this? two different characters, both have ranged and melee skills, let them be all square. of course there are some factors: skill, item,landform, and some random events.
is there any good example?
thanks a lot for any response
I''m not sure what your questions. I know what an RTS is but I don''t know what ARPG and SLG are...
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Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
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Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
Writing Blog: The Aspiring Writer
Novels:
Legacy - Black Prince Saga Book One - By Alexander Ballard (Free this week)
Role-playing game. RPG.
Anywho, just think it through. In Lords of the Realm 2, you had longbow archers, but you also had crossbow archers. The crossbowmen were better at hand-to-hand fighting than longbowmen. Their arrows hit harder, but, they didn''t go as far. Just an example.
Anywho, just think it through. In Lords of the Realm 2, you had longbow archers, but you also had crossbow archers. The crossbowmen were better at hand-to-hand fighting than longbowmen. Their arrows hit harder, but, they didn''t go as far. Just an example.
Balancing is tricky to do. If your melee charcter can get your ranged character then hes going to win. Depending on how your making your game one of them will always have to advantage. Lets an archer does 50% damage on a ranged hit and 10 on melee hit and a fighter does 100% on a melee. now if the archer can hit the fighter twice the fighter is dead but if he can hit ther archer once its dead.
So you just juggle with cover and movement until you get the balance you want.
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Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
So you just juggle with cover and movement until you get the balance you want.
-----------------------------------------------------
Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
Writing Blog: The Aspiring Writer
Novels:
Legacy - Black Prince Saga Book One - By Alexander Ballard (Free this week)
quote: Original post by Some Guy
Role-playing game. RPG.
Anywho, just think it through. In Lords of the Realm 2, ... Just an example.
thanks. but this is multi-type units situation. unit A can beat unit B, B can beat C...so you mix up several types of units can do quite well.
what i am thinking is one player can only control one character, what will happen?
can we avoid the PVP situation such as in diablo2 or war3(single hero vs single hero mode) ? we almost know the result just after players choose the character.
The problem is terrain, and situation. If you mix a group a diffrent units they need to have complementy skills. Melee with melee, ranged with ranger cavalry with cavalary.
I can''t see much point of having a 1 Rock, 1 Paper and 1 Sissors if your going to fight a pitched battle against 3 Rocks''s.
-----------------------------------------------------
Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
I can''t see much point of having a 1 Rock, 1 Paper and 1 Sissors if your going to fight a pitched battle against 3 Rocks''s.
-----------------------------------------------------
Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
Writing Blog: The Aspiring Writer
Novels:
Legacy - Black Prince Saga Book One - By Alexander Ballard (Free this week)
Alright, let''s say you have a playable character with the following stats:
health
experience
strength
agility
adrenaline
mode
Follow along, okay?
Alright, you don''t want a chaotic character on roid rage all the time, so you can set some limits to help keep things solid. First, you define "mode." Mode is the state of the player. He could be in "fighting mode," "stealth mode," et cetera. To keep it simple, mode could just be a variable used in the calculations, and could just be encapsulated from the player.
Then you define "adrenaline." It''s the player''s level of intensity in his current mode. If a player is in stealth mode, and some bogeys come around, his adrenaline -- his level of intensity in stealth mode -- would go up. To keep it simple, you could limit the number of possible values for adrenaline. For instance, it could be light, medium, or intense.
Basically, adrenaline could be added to strength and a small random number to define how hard the next hit will be. Some formula like that. The state of the player''s surroundings increase and decrease adrenaline.
Yeah. It''s tricky, but you could do all sorts of things. Just look into it.
Oh, and here''s another variable: fear.
health
experience
strength
agility
adrenaline
mode
Follow along, okay?
Alright, you don''t want a chaotic character on roid rage all the time, so you can set some limits to help keep things solid. First, you define "mode." Mode is the state of the player. He could be in "fighting mode," "stealth mode," et cetera. To keep it simple, mode could just be a variable used in the calculations, and could just be encapsulated from the player.
Then you define "adrenaline." It''s the player''s level of intensity in his current mode. If a player is in stealth mode, and some bogeys come around, his adrenaline -- his level of intensity in stealth mode -- would go up. To keep it simple, you could limit the number of possible values for adrenaline. For instance, it could be light, medium, or intense.
Basically, adrenaline could be added to strength and a small random number to define how hard the next hit will be. Some formula like that. The state of the player''s surroundings increase and decrease adrenaline.
Yeah. It''s tricky, but you could do all sorts of things. Just look into it.
Oh, and here''s another variable: fear.
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