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Combat and Atmosphere Ideas
Friday, 10 June 2005
Testing Someone + Pratice fighting

If an attacker wants to engage a target, but not start with an attack, he can attempt to test or taunt the target. This means he sets his stance, and tries to get his target to come engage him. There is no exchange in testing, it begins in close counter combat.

There is pratice fighting also. If the attacker has a wooden sword, or pratice weapon, he will make strikes that aren't wounding. There is only a small chance of bruising.

You can also set a mindset to harmless careful, or harmless tactful. This means if you strike in combat, you will land blows with the flat of your blade, or feint a blow in the opening created, showing that you would have had them, if it was a real stance.

Praticing in the same area gives you a better training rate, and also gives you additional rp points. Some areas are training areas, which means you get rp points for training in them. This is such as a training yard, an open field, on top of a mountain, in a forest opening.

Posted by Me at 12:52 AM
Charging + Highground

COMBAT

Combat comes in layers. At first, you have to Set your attack. If you have time.

A normal attack includes

*unsheath or ready sword (if you have your weapon out for longer than 4 minutes, and dont use it, you automatically sheath it. or unready it)
*set mind frame (defensive, careful, tactful, aggressive)
*set stance (stances default when choosing mind frame *be aggressive*, but you can alter your stance within your mind set mind frame)

now your ready for combat. if you were attacked, your attacker is busy creating his attack, and you wait. If you are the attacker, you first need to engage an opponent.

First, it's wise to *consider* your enemy, and see if your skillful eye wields any weaknesses. It usually will give you a broad calculation of the most likely outcome of the engagement. Careful, some monsters attack if you consider them.

*Then, if you want to engage an opponent, you can charge or attack (target).
*If you are the attacker, you automatically unsheath your weapon, and automatically attack in an aggressive mindset.
*You pick your first exchange. Each engagement that has an attacker, starts with something called an exchange. You pick your first swings and attacks, and these will be carried out by the game as you watch, and see how you did, and how you judged your opponent. You opponent picks counters agains what he thinks you'll attack with. There are usually 5 attacks and counters picked, and once picked, the game plays out the engagement. This can end in many ways, but normally it ends up in close counter melee.
*There is a chance the combatants will clash off each other, and someone will have to attack again. The attacker can try to run by as his last move, if the defender is in a defensive stance, this is successful, and he will make his attacks and run by, able to attack again.
*If the defender reacts fast enough to the attacker, as if, he was prepared or about to attack also, they will both charge each other, and make a pass, clash off, or enter open melee


There are factors that help your avatar in close counter melee.

Posted by Me at 12:45 AM
Bosses

Some mobs are bosses. These are mobs, or monsters, that rule an area. They are a higher level, and can be tough to kill. If there is a boss in an area, all the other mobs will become tougher do to leadership. This will mean players will have to group up to fight the harder mobs, or they will have to get a higher leveled character to come help them kill the boss, so the area drops to a normal level.

Bosses can also be killed with a full group of young characters, who take on the boss. But bosses are smart.

*The boss usually is guarding a pathway to a higher area, or guarding a treasure of some sort.
*If there is a young player in the room, he will wound the player first, and slap him aside. He then will go for mages or healers first. If they are guarded, and the guard is succussful, they will try to kill the guard first. Then he will go after whoever is doing the most damage to him.
*Bosses try to knock out or stun players, to take them out of the battle, and then to knock them aside to only watch. But there is a chance he will keep pounding on the player, and a small chance he will kill him.
*If all the players in the room are knocked out or stunned, there is a chance they will be taken prisoner, or bound. Some intelligent mobs, such as orcs or trolls, will actually take the group prisoner and move them all to another area where they are held prisoner. The characters then have to be rescued by someone. If a player logs out, his log_in fate is tied to the last player of the group logged in. Basically, if anyone gets rescued, it's like capture the flag, the whole lot goes free, logged in or out.

Posted by Me at 11:40 PM
Age and Levels
Leveling is a unique system. You can level as much as you want. However, your character has an . Age goes something like, youth, proven, grown, raised, in prime, well off in years, legendary years, old.

Raised, and prime last longer then the other stages. This is the age where your character will be strongest.

In each age, each character will be allowed to work on certain skills. Some of these skills are generic, but others will be provided by trainers. The skills, once learned, need to be practiced. By practicing them, they raise in %. Once at 100%, the skill is 100% effective. Once the skill is 100% effective, you can learn no more.

Players who do not log in very often will receive big bonuses to praticing, and will be able to train up their skills quickly and easily. this will allow players to still be powerful and competitive for their age, even if they don't hunt all the time.

Levels however, never end. For the player that does hunt all the time, certain awards and bonuses will be available to him, to reward those that do hunt a lot.

These include, with high levels,

*npc towns people know your name
*if you are good aligned, a crowd will follow you around town
*bards and storytellers will begin telling your stories if you hang around them for more than a couple of minutes. (storys entered by staff, or approved players)
*if you are evil, bars empty out and crowds disperse when you are around.
*Feats will be available to those that hunt a lot. Such as, if you kill 200 orcs, you sword becomes named; Such as, Orc SPiller. The feats will not be known, and they will be changed and spread out, most characters will only get the chance to have 1 feat on their record.
*text-auras get put onto a character, such as @ a dangerous aura permeates from Jon
*Players will completley over-hunt, will be rewarded unique skills, or one-time skills. Mostly for flare or fun, such as Orc_freeze. This skill the player could use a couple of times a day, and it causes all orcs in the run to become stunned and unable to move for a short round time. The in-character reason is they fear him.
*In some cases, skills of the next age will be available to the player. This is rare.
*Higher levels will also determine the occasional draw of moves in combat. Also it will add to the players ability to have the , or the ability to
*A lot of hunting areas will have secret areas or secret rooms. These will be open to finding by rangers or those with high perception, however they will also be found naturally by those that hunt in an area often enough.

So there is a lot of incentives to hunt a lot, however, these will be spread out, you will not be able to achieve all of them. And my game is about creating coded diversity, making characters unique and special.

There will be lots of incentives to NOT hunt a lot, and to stay in town and do other things. However, the goal for the most part is to give all players an equal chance against each other in combat and against mobs, no matter how much you play. The power gamer will have more goodies though.

Posted by Me at 11:27 PM
Thursday, 9 June 2005
Consider This

Players can 'consider' another player, or target, and the game will say weather or not it is wise to attack.

Consider

>
is too tough for you.

Considering is a skill. At first, the first few times you try consider, makes you "Stair in awe of ..." And then And then you get attacked. After 2-4 times of trying this, you are able to consider easily. If the target is an evil player, the automatically "thumps" the newbie, and the newbie gets the wind knocked out of him and gets a round time. If the player is good, it says something like, "It's not polite to stare, so you stop."

Your skill at Considering sucks, as you suck at combat. The messages will be very broad, and you will not be sure if you can take someone. Later on, you'll be a lot better, and will know who you can take safely.

There are consider 'checks' throughout the newbie's early career. Everytime you consider something, there is a chance the mob will take it as an insult, and attack. Once your player is finessed, he will be able to judge an enemy or player skillfully, without giving away what he's doing.

Posted by Me at 10:32 PM
Hope I can edit this
Text based environments are called muds. multi user dungeons. They run on telnet clients, and they are becoming extinct. after playing some quality ones, i'd like to make my own, i think about it a lot actually. On this site, I will post my ideas as fashionably as I can.

Okay cool I can.

Posted by Me at 10:20 PM
Updated: Thursday, 9 June 2005 10:20 PM

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