Hi Tom.
I agree on your skills ideas and varieties of upgrades, whether warriors or
robots, but I was also thinking in terms of what was actually happening in!
battle, so that when fighting the player actually had different options to
choose than just hitting the attack button over again.
So just to take a simple example, rather than just role dice with all
correct weaponry skills and do damage accordingly, have a number of
defensive styles to choose before using each attack which can be used a
limited number of times in the fight. Lets say for example, you see your
opponent is using a dodge defense. well your obviously going to want a wide
slash to be more likely to hit, so you might choose to hack with your sword.
On the other hand, if your fighting someone with a sword and shield who
chooses to block with their shield, well hacking away won't do much good so
you might decide to try striking at their legs and putting them offbalance,
so you'd choose an unbalancing attack which would make your next attack
stronger.
thinking of a fighting game this way, asmore of a card game where you choose
to play different cards from your hand according to your oponent's stratogy
rather than a dice game of who can roll the highest would make for a much
more intereactive game, and also something where the randomness of the
opponents you fight makes a major difference.
of course this is just a suggestion and there are doubltess other possible
systems, but I will confess it is one of the things that irritates me in so
many rpg games, whether browser based, old text based ones or even simple
battle affairs like Hack or tournament from bpc that basically all the
stratogy comes from what stuff you buy or train with experience, and none
is applied in the actual fight itself. After all in a real! fight, it's
far more likely to be the person with the better stratogy, experience and
instincts who wins, not just the one with the best equipment or the biggest
muscles for all both are important.
all the best,
Dark.
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