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BatMUD Forums > Ideas-wanted > Re: new skill

 
 
#1
23 Sep 2003 13:52
 
 
I am sucky at inventing names, but this is the idea: A skill that enhances
fighters abilities to fight in parties. If a fighter is not used to fight in
groups he might easily be in the way of others and even bring danger to them.
But if all fighters in a group are skilled, they would get a bonus to both
offensive and defensive maneuvers.

On the other hand, a fighter who doesn't know how to battle in a group should
decrease the partys ability to defend and attack, though this would only
affect the fighters in the first row.

-Tsuran

 
 
 
Tsuran
109d, 22h, 9m, 10s old
Level:
78
 
 
#2
23 Sep 2003 13:52
 
 
Quote:
I am sucky at inventing names, but this is the idea: A skill that
enhances
Quote:
fighters abilities to fight in parties. If a fighter is not used to
fight in
Quote:
groups he might easily be in the way of others and even bring danger to
them.
Quote:
But if all fighters in a group are skilled, they would get a bonus to
both
Quote:
offensive and defensive maneuvers.

On the other hand, a fighter who doesn\'t know how to battle in a
group should
Quote:
decrease the partys ability to defend and attack, though this would
only
Quote:
affect the fighters in the first row.
This sounds like an excellent idea. But rather than a skill, renew the
whole battle system (cough) so that some guilds (like crimson, templar,
monk etc.) fight and defend very well together, while other more
individual guilds (like barbarian, lord of chaos for example) suck
together.

And when you have lot of different guilds in front row, things could get
even more chaotic depending on the combination. Possible effects could
include some rare hits getting through to the back row members or on the
positive side other player could parry a strike that was targeted at you.

Also, there could be some sorts of tactics setting how close each other
you are fighting (being closer would decrease hits to backrow and maybe
increase defense otherwise too, while offense would suffer and vice
versa).

Anyway, the possibilities with this kind of change would be tremendous and
would further make BatMUD improve it\'s party environment.

 
 
 
Nargar
1y, 51d, 10h, 19m, 46s old
Level:
80
 
 
#3
23 Sep 2003 14:43
 
 
Nargar wrote:
Quote:
I am sucky at inventing names, but this is the idea: A skill that
enhances
Quote:
fighters abilities to fight in parties. If a fighter is not used to
fight in
Quote:
groups he might easily be in the way of others and even bring danger to
them.
Quote:
But if all fighters in a group are skilled, they would get a bonus to
both
Quote:
offensive and defensive maneuvers.

On the other hand, a fighter who doesn\'t know how to battle in a
group should
Quote:
decrease the partys ability to defend and attack, though this would
only
Quote:
affect the fighters in the first row.
This sounds like an excellent idea. But rather than a skill, renew the
whole battle system (cough) so that some guilds (like crimson, templar,
monk etc.) fight and defend very well together, while other more
individual guilds (like barbarian, lord of chaos for example) suck
together.

And when you have lot of different guilds in front row, things could get
even more chaotic depending on the combination. Possible effects could
include some rare hits getting through to the back row members or on the
positive side other player could parry a strike that was targeted at you.

Also, there could be some sorts of tactics setting how close each other
you are fighting (being closer would decrease hits to backrow and maybe
increase defense otherwise too, while offense would suffer and vice
versa).

Anyway, the possibilities with this kind of change would be tremendous and
would further make BatMUD improve it\'s party environment.
(doublecough) i thought barbarians ONLY work well in parties, and you suggest
we take that away from them? and loc isnt really as good a solo guild as
ranger or monk. Besides, this kind of 'idea' would just cause people to party
less, and kinda move this to 'solotankmud' even more, which is the one thing
folks were trying to avoid, whining about the latest exp uptune.

 
Rating:
1
Votes:
1
 
 
Saldas
305d, 1h, 40m, 35s old
Level:
62
 
 
#4
23 Sep 2003 16:18
 
 
Saldas wrote:
Nargar wrote:
Quote:
I am sucky at inventing names, but this is the idea: A skill that
enhances
Quote:
fighters abilities to fight in parties. If a fighter is not used to
fight in
Quote:
groups he might easily be in the way of others and even bring danger to
them.
Quote:
But if all fighters in a group are skilled, they would get a bonus to
both
Quote:
offensive and defensive maneuvers.

On the other hand, a fighter who doesn\'t know how to battle in a
group should
Quote:
decrease the partys ability to defend and attack, though this would
only
Quote:
affect the fighters in the first row.
This sounds like an excellent idea. But rather than a skill, renew the
whole battle system (cough) so that some guilds (like crimson, templar,
monk etc.) fight and defend very well together, while other more
individual guilds (like barbarian, lord of chaos for example) suck
together.

And when you have lot of different guilds in front row, things could get
even more chaotic depending on the combination. Possible effects could
include some rare hits getting through to the back row members or on the
positive side other player could parry a strike that was targeted at you.

Also, there could be some sorts of tactics setting how close each other
you are fighting (being closer would decrease hits to backrow and maybe
increase defense otherwise too, while offense would suffer and vice
versa).

Anyway, the possibilities with this kind of change would be tremendous and
would further make BatMUD improve it\'s party environment.
(doublecough) i thought barbarians ONLY work well in parties, and you suggest
we take that away from them? and loc isnt really as good a solo guild as
ranger or monk. Besides, this kind of 'idea' would just cause people to party
less, and kinda move this to 'solotankmud' even more, which is the one thing
folks were trying to avoid, whining about the latest exp uptune.
Well, the original idea I posted wouldn't change this to solotankmud nor would
it make this a partymud. It would just add some flavor, though different
guilds could get different amount of that skill.

-Tsuran

 
 
 
Tsuran
109d, 23h, 53m, 44s old
Level:
81
 
 
#5
23 Sep 2003 17:51
 
 
Quote:
(doublecough) i thought barbarians ONLY work well in parties, and you
suggest
Quote:
we take that away from them? and loc isnt really as good a solo guild
as
Quote:
ranger or monk. Besides, this kind of \'idea\' would just cause
people to party
Quote:
less, and kinda move this to \'solotankmud\' even more, which is the
one thing
Quote:
folks were trying to avoid, whining about the latest exp tune.
Ok, the above mentioned things were just examples. It shouldn\'t have to
make barbarians bad in a party, but maybe bad for eq purposes where you
defend somebody behind you.

There could be a tactics mode where you can have 3 barbarians ambush
helpless monsters and whack them from all the sides (Giving them +attack
+damage and so). This could be a \'wreckless\' tactical mode.

This would in fact be a combat conversion to a more realistic(?)
direction. Number of monsters on the other side would of course be
affecting how the party gets kicked/kicks ass.

And before you mention it I doubt anyone will have the trouble and time
(or even will) to touch the dirty combat code but in my opinion this kind
of system would make things really interesting.

To sum up things, this would make 2 kinds of tank guilds: Offensive,
chaotic way of fighting and organized, defensive way of fighting. In my
opinion it\'d be a step further from tank system where dodge and parry
are the only important skills.

 
 
 
Nargar
1y, 51d, 11h, 12m, 49s old
Level:
80