One of the Best combat Ideas EVER!!

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: One of the Best combat Ideas EVER!!

Postby DDDsDD999 » Tue Nov 27, 2018 6:31 am

Adder1234 wrote:Not to mention, one of the biggest problems I see with the current system is that there is no difference between the current openings. It doesn't matter which color you open as long as you have an attack in that color, so you just end up with everyone using the easiest opening.

Not true at all. You open red/blue or green/yellow. A lot of red can be quickly removed with zig-zag, but it's easy to raise and kito does a lot of damage when you raise it. Blue can be removed at a steady rate, but damage is low to non-existent, and you can't open someone's blue faster than they can restore. But if you land good op-knocks on their blue, they can easily get cleaved for a lot. Green and yellow you want to use so you don't need to stack IP with cleave. The chip damage with punch/uppercut is also slightly higher.
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Re: One of the Best combat Ideas EVER!!

Postby MadNomad » Tue Nov 27, 2018 3:07 pm

HasseKebab wrote:wtf is that reply


I think that he might be trying to show someone's stupidity with this reply.
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Re: One of the Best combat Ideas EVER!!

Postby Lalaxx » Wed Nov 28, 2018 2:09 pm

You can stick some dodge/avoid being hit chance to different types of armor like in Fallout 1-2 you have AC (Armor Class)
AC is one of three stats by which a character can reduce or avoid damage. AC occupies the "first step" for combat and simulates the difficulty of landing a telling blow on targets that are evasive or otherwise highly mobile, or wear armor that may completely deflect glancing hits without even needing to absorb the damage.

But this is anyway not for combat system that we have right now tho.
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Re: One of the Best combat Ideas EVER!!

Postby MagicManICT » Wed Nov 28, 2018 4:29 pm

Fallout 1 & 2 were licensed uses of the GURPS* rules, which are loosely based on some of the core ideas from D&D**. RPGs have moved on since then. Computer systems can do so much more, and PnP games have become more simplified in their concepts while at the same time being able to add some complexity in other ways. Let's not bring back a 40+ year old system.

I do like how there are some options for armor based on AGI modifiers (and other bonuses in some legacy cases, not sure what's what currently without looking). The problem is at the current average stats, those penalties are meaningless, let alone looking at the top tier players.

*Orig published 1986, Steve Jackson Games
**Orig published 1973, TSR
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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