What do you think of this? - ID: 940

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This topic was started by icetear on 24/11/2012, 11:07:36

Hello friends,

during my experimentation with bos mobs and mob scripts, I came across the idea of introducing combat stances.
This would add some more strategy to your fights, and might be extended easily in future updates.
The drawback is that there would be another combat command available, because you need to have the chance of changing the strategy on demand. I will give you some screenshots from my iPod to have a better understanding on how this might work.

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<ATTACHMENT filename="IMG_0034.PNG" index="0">[attachment=0]IMG_0034.PNG[/attachment]</ATTACHMENT>

What are your thoughts on this one?

Best regards
Mario


I would like to be able to split my party into 2 groups of attacker. Those I expect to kill in one hit can attract the strongest in a group and he others that can attack the weakest ones in a group.


You already have, in my mind, a balanced and defensive stance. The balanced is the regular attack, the defensive is the defend option.

My thoughts on this: What you need is an all-out attack option, that reduces your ac but gives you a second attack (melee weapon only), potentially on a different target if the first one drops. This is similar to the model for the GURPS game. The AC penalty could be based on not being able to actively defend yourself, so you would lose shield bonus and dexterity bonus, and each attack should be at a slight penalty.

So under that idea, it could look like:

Attack Foes
All-out Attack (- defense)
All-out Defense (no attack)

As a side thought, with an all out defense it might be cool if a monk character could counter attack on a successful defense against one target.


I really don't think we need any more combat commands. Have to scroll to the bottom command for a few of your characters each fight get's really tedious. Since this game is so combat intensive, I think adding more combat commands will make the game more tedious.

One thought I had is if you want to make combats more challenging and strategic, make combat harder and more challenging with more options but have less encounters. I love the game but sometimes you feel like combat is a grind because you're doing pretty much the same actions over and over again.

E.g. I do this pretty much every fight in Inferno. After about 2 hours in any area you've pretty much encountered all the different monsters will face so far that the game can fill like a grind. I would like to see combat more challenging and more strategic but less frequent. But the Bard's Tale model is pretty much a exp grind to get your party to a higher level.

1. Warrior - Attack w/ Silversword
2. Paladin - Attack w/ Stone Blade
3. Bard - Defend since he is too dang slow to kill anyone with Horns before they attack
4. Archmage - Demon War deadliest group
5. Archmage - Demon War deadliest group
6. Archmage - Demon War next deadliest group


Just my 2 cents.

A grind is just that. Having fewer combats means less chance for meaningful drops. So I would vote against fewer.

Once you find a Singing Sword your Bard can use that very effectively, and if you find a second one your Rogue cuold use that. Of course you need random drops to find a Singing Sword.


Of course if you have fewer encounters you would have to increase the drop rate of items. I'm pretty sure you're tired of seeing your 1000th torch or magic carpet. Fewer encounters, more meaningful, will feel like less than a grind. I'm not sure who really likes grinding. They call it a grind for a reason.


Hey guys, im playing this game again... Loved it that much. Unfortunately i had to start over since i wiped my ipad clean but thats sort of a good thing.

I like the idea of a combat stance a lot, just implemented differently. To make it easier to do on the gui, it could be a separate control, more like a dial from defensive to aggressive. Yu could turn the dial to aggressive or defensive any time without adding options to the combat text.