Combat System
Im working on a an MMOG combat system Basically Melee oriented Classes (Ranger, Knight) have 3 Attack Skills a Damage skill - How much it hits a Accuracy skill - Wether or not it hits a Speed skill - How often they can hit Magic Oriented Classes (Mage, Healer) also have 3 combat skills a Supply skill - Mana points and such a Cast-Time skill - How long it takes to cast spell an Effectiveness skill - How much damage is done / healed. You cant Dodge Magic, but you can defend against it. Everyone has the same defensive skills Health - Gain XP each time you hit for damage. When reaches 0 your dead (obviously) Defence - Skill to Reduce Damage Delt Agility - Skill to increase chance of Dodgeing so the equation whether a melee person hits is if Accuracy + Random ( 1 through Accuracy over 2) greater than Target's Agility + Random ( 1 through Target's Agility over 2) or in other words if Accuracy + rand ( 1 - Accuracy/2) > T.Agility + rand ( 1 - T.Agility /2) then you hit Damage from Melee is delt with this equation Damage Delt equals Damage + RAndom ( 1 through Damage over 4) - Targets Defence + Random ( 1 - Targets Defence over 4) or in other words DD = (Damage + rand (1 - Damage/4)) - ((T.Defence + Rand ( 1 - T.Defence/4) My question is what are some usual flaws with combat systems? I have written the classes for this combat system and I was ready to make the computer test it yet I dont quite know what I am looking for flaw wise. There still is a lot to plan out such as how much speed and cast time will effect the speed of attack. And I must also write the Magic damage equations
I apologize if I sound like I'm flaming.
Your combat system have NO FLAW AT ALL, it is time proven that had been used in RPG for over 30 years
ROLL YOUR d20!
does that sound fimiliar?
Your combat system have NO FLAW AT ALL, it is time proven that had been used in RPG for over 30 years
ROLL YOUR d20!
does that sound fimiliar?
All my posts are based on a setting of Medival Fantasy, unless stated in the post otherwise
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