| Subject: | AR stats and combat |
| Author: | Robert <robert--atari.org> |
| Date: | 28-Feb-2003 08:05:39 |
Hello!
I think it is time to post this link again:
http://w1.214.telia.com/~u21405572/alternate-reality/temp/palm1.png
As you can see, all stats are there, nothing has been compromised. Now, if
you would only use those 4 shades of grey, and that 160x35 small area, it
would be rather hard to squeeze in words or symbols. I want to, but I don't
know how yet.
Don't worry about weapon skills. When you press E for Examine, you'll be
able to choose:
(I)tems, (S)pells, S(k)ills, (P)ersona
And skills DO have a general description, not a stat. (And no, I will not
put a S(t)ats option... those stats you are immediately aware of, you will
see all the time. Those stats you're not quite aware of... well, there will
be plenty of hints for those anyway.)
/Robert
----- Original Message -----
From: <Listmaster>
To: <<Address Masked>>
Sent: Friday, February 28, 2003 1:35 PM
Subject: FW: AR stats and combat
> -----Original Message-----
> From: Gail Baker [gail--colwyn.org]
> Sent: Friday, February 28, 2003 6:45 AM
> > Subject: AR stats and combat
>
>
> Some ideas on stat representation and combat.
>
> Can't you just represent the stats by general descriptions, e.g poor,
> average, good, etc. (I think it was an RPG like Chivalry and Sorcery
> which actually had individual names for each stat, e.g. Nimble for good
> DEX, All fingers and thumbs for bad DEX, etc - to give the
> players/characters a NATURAL way of talking about their stats.
> Underneath it (behind the screen), I guess you might still want to use a
>
> normal numeric stat for finer distinction (maybe not).
>
> An idea that was kicked around for combat in RPGs was for each increase
> in combat skill to give you a particular ability/move with a weapon.
> For example, anyone can wave a polearm around defensively, but it isn't
> until you get some skill in it that you have a chance of impaling (say),
>
> or disarming your opponent, or using it as a lance from horseback
> (probably not within the scope of AR - mounted combat!). You could go
> the route of giving the moves obscure names (like the stance of the
> spitting crane or whatever), and obviously you need a lot more than I
> described (e.g. sweep low, high block, etc.).
>
> Every move with every weapon is cross-referenced to create a giant
> table, and each round the character and opponent's choices are
> cross-referenced to give a result (which can then be the resolution of
> some combat score for both char and op if you want to retain that - or
> could even just be based on previous moves and current stats).
>
> So a char who is good at combat is good only because he can do so many
> amazing things with a weapon, but the player will have to learn which
> moves are better against which weapons from experience, (and maybe which
>
> moves form good sequences, if you go for a recent history - ala
> beat-em-ups like Steet Fighter).
>
> Cheers, Gail.
>
>
>
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