implement critical strike and critical miss
get the wheening to the whole new level
-
mipmiopin
- Posts: 245
- Joined: Thu Oct 07, 2010 9:18 am
- Location: Neverland, White Perl refugee
-
flaw
- Posts: 140
- Joined: Sat Dec 26, 2009 2:50 am
Re: Give Unarmed Combat and Melee Combat a cap..
THought about this some more, and I can see the potential. I advocate a reset and immediate implementation.flaw wrote:Is there a post that explains what these were supposed to be?Potjeh wrote:Why not with curiosities, though?
Never mind: viewtopic.php?p=175110#p175110
I'd have to see it in operation, but doesn't really look that good in my first estimation.
-
dra6o0n
- Posts: 481
- Joined: Tue Aug 24, 2010 3:11 am
Re: Give Unarmed Combat and Melee Combat a cap..
50% Player skills
25% Skill Level Based
20% Statistical
5% Luck
25% Skill Level Based
20% Statistical
5% Luck
-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
-
Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Give Unarmed Combat and Melee Combat a cap..
Awesome idea. And as for weapon-dependent maneuvers, an axes-only maneuver could finally make the B12 useful somehowPotjeh wrote:Actually, I think melee manoeuvres could be an interesting way to offset the current superiority of UA. Maybe they could manipulate *opponent's* defence, offence and IP, but they should be inferior to UA manoeuvres since melee still deals more damage on hit. They could also be weapon-dependant, which would make room for more varied weaponry (you need a spear equipped for Brace manoeuvre, or something like that).
I hope loftar at least sees this and thinks about it
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
-
Mode
- Posts: 27
- Joined: Sat Feb 05, 2011 5:17 pm
Re: Give Unarmed Combat and Melee Combat a cap..
Isnt marc capped by Weapon Quality? so i think there should be a cap for melee/unarmed
-
novaalpha
- Posts: 1490
- Joined: Sun Dec 26, 2010 11:42 pm
- Location: Sparta
Re: Give Unarmed Combat and Melee Combat a cap..
This is the best point made in this thread so far.Mode wrote:Isnt marc capped by Weapon Quality? so i think there should be a cap for melee/unarmed
-
Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Give Unarmed Combat and Melee Combat a cap..
A reasonable point, but one that was already made.novaalpha wrote:This is the best point made in this thread so far.Mode wrote:Isnt marc capped by Weapon Quality? so i think there should be a cap for melee/unarmed
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
-
Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Give Unarmed Combat and Melee Combat a cap..
So, what do you think of how MC maneuvers should work? Should they have Delta multipliers, just like the current maneuvers? If so, how do you think the Delta should be calculated? Maneuver user's MC vs. Enemy's UC, or MC skill for both people? Same sort of formula, ie. sqrt(ManeuverWeight / EnemySkill)?Potjeh wrote:Actually, I think melee manoeuvres could be an interesting way to offset the current superiority of UA. Maybe they could manipulate *opponent's* defence, offence and IP, but they should be inferior to UA manoeuvres since melee still deals more damage on hit. They could also be weapon-dependant, which would make room for more varied weaponry (you need a spear equipped for Brace manoeuvre, or something like that).
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Give Unarmed Combat and Melee Combat a cap..
Punch vs Shield compares UA vs Melee, so it's logical that these would do the same. I guess some melee moves could be cool too, but that may make melee and UA a bit too similar.
