Battle Techniques?
Yes BB that is good. And i think this is kind of what you were saying. So lets say there is 4 people in combat against two golems. Player 1 gets 15 seconds to align his moves. While that is going on player 2 can align their tactics in a pre-emptive window then choose to save this or make a new one on their turn. then that goes on through batle.
Isn't Dofus fairly turn-based?
Anyway, wrong genre I know, but something similar to this is in Mortal Kombat: Deadly Alliance where most characters have multiple styles, and the current style can be changed while playing. Taking this further, some combos require style changes to pull them off.
Anyway, wrong genre I know, but something similar to this is in Mortal Kombat: Deadly Alliance where most characters have multiple styles, and the current style can be changed while playing. Taking this further, some combos require style changes to pull them off.
I'll look further in to those two thank you so i can see the systems used. I can believe the MK would do something like that.
To make choices meaningful you need to put a cost to them (eg: if you take an action then it costs a turn). The choice to change styles should have a cost associated with it too (maybe it also costs a single turn to change styles - or multiple turns).
Flexability is a powerful advantage in a game. You will have your 1 off costs of learning that flexability (ie learning all the techniques or skills), but as the game goes on (especially in a persistant world) these one off costs will effectively be reduced which makes them into a trivial decision. What is needed is an ongoing cost for flexability.
What if you had a move (or several moves) in each style that is good against a particular style (eg: A style that focuses on kicks would be weak against moves that block or counter kicks regardless of the style used to block).
You could use a tick based system rather than a strictly turn based system. The tick based system allows all players to enter their actions simultaniously within a certain time (say 1 minute).
Flexability is a powerful advantage in a game. You will have your 1 off costs of learning that flexability (ie learning all the techniques or skills), but as the game goes on (especially in a persistant world) these one off costs will effectively be reduced which makes them into a trivial decision. What is needed is an ongoing cost for flexability.
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One thing you should be careful about is making the styles too much like "rock paper scissors" where "Ninjutsu" always beats "Kendo", "Kendo" always beats "Kung Fu", and "Kung Fu" always beats "Ninjutsu". That kind of play is boring and it can make players feel that they don't have any real control over the outcome of the battle (because it feels like they're just playing RPS). Instead, each style should have moves that can beat most other styles if they're used at the proper time in a battle.
What if you had a move (or several moves) in each style that is good against a particular style (eg: A style that focuses on kicks would be weak against moves that block or counter kicks regardless of the style used to block).
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How on earth are you going to implement a turn-based battle system in an MMORPG?
You could use a tick based system rather than a strictly turn based system. The tick based system allows all players to enter their actions simultaniously within a certain time (say 1 minute).
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