New Skill: Farmer's Retreat

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

New Skill: Farmer's Retreat

Postby ciroth » Tue Oct 05, 2010 1:29 pm

Skill: Farmer's Retreat
Requirements: The Will to Power, Brawling, Strength under 50 (Base + Modifiers), Unarmed Combat under 101, Melee under 41, Agi 20+
LP Requirements: 1000
Type: Active

Skill Deactivation Requirements: If Player Strength is over 50 with modifiers, skill is unusable. Will always re-appear if player Str is under 50.

Purpose of skill is for non-combatants and newbie characters to have a chance of getting away from a random stranger (or well developed griefer) who is trying to kill you. When Farmer is attacked or targeted, combat mode activates, player is able to active this skill at any time as long as he has more than 50 SHP available. This will drop the players ATTACK bar to 0 and Def bar to 0, but in exchange player will be able to run for the next 2 minutes at full sprint with no stamina penalties. But once the two minutes are up, player will automatically become Knocked Out due to exhaustion and takes 50 SHP and 20 HHP damage. (Better get to a safe place within the time limit, or you are screwed.) When skill activates, any objects on hand will be dropped on the ground and same with any lift able objects you are holding (unless they are traveling bags). Players on screen or nearby will hear an audible "Screaming."

Cannot change equipment while skill is activated
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Re: New Skill: Farmer's Retreat

Postby erozaxx » Tue Oct 05, 2010 1:45 pm

ciroth wrote:Skill: Farmer's Retreat
Requirements: The Will to Power, Brawling, Strength under 50 (Base + Modifiers), Unarmed Combat under 101, Melee under 41, Agi 20+
LP Requirements: 1000
Type: Active
...

+268 :D
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Re: New Skill: Farmer's Retreat

Postby Sotsa » Tue Oct 05, 2010 3:07 pm

rangers using this to kite? i dont know. sounds wierd
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Re: New Skill: Farmer's Retreat

Postby Darki » Tue Oct 05, 2010 3:11 pm

Yeah Sotsa has the point here. Easy to run from fights u started What if some guy had stats right 1 point below the requirement and just took his thanes off to run :roll:
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Re: New Skill: Farmer's Retreat

Postby erozaxx » Tue Oct 05, 2010 3:18 pm

Sotsa wrote:rangers using this to kite? i dont know. sounds wierd

You can just add prerequisity MM under 50? or maybe even less. I as a farmer was able to survive boars with melee 30 and did not use archery at all. That would pass my way of playing. It is not about givin BIG advantage to non-fighting chars, it is about giving me chance to survive and even walk out sometimes of my four-walls prison and not being griefed :)

Also coudl be limited to the char who did not start the fight, what I am not sure if is possible of course, but I the info about fight-starter is definitely there, cuz you have the assault scent in play.
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Re: New Skill: Farmer's Retreat

Postby sabinati » Tue Oct 05, 2010 3:28 pm

overcomplicated imo. there should just be a "run for your life" move that can only be activated by someone who did not initiate combat.
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Re: New Skill: Farmer's Retreat

Postby erozaxx » Tue Oct 05, 2010 3:52 pm

sabinati wrote:overcomplicated imo. there should just be a "run for your life" move that can only be activated by someone who did not initiate combat.


agree
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Re: New Skill: Farmer's Retreat

Postby Sotsa » Tue Oct 05, 2010 3:54 pm

Not as powerful, maybe just a 5 second penalty free sprint that gives you a little headstart.
PSPS or maybe being initiated combat at could give you an 'adrenaline rush' buff or somethig that lets you run for a little while without losing stamina, and sprint on all kinds of terrain?
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Re: New Skill: Farmer's Retreat

Postby erozaxx » Tue Oct 05, 2010 3:57 pm

Sotsa wrote:Not as powerful, maybe just a 5 second penalty free sprint that gives you a little headstart.
PSPS or maybe being initiated combat at could give you an 'adrenaline rush' buff or somethig that lets you run for a little while without losing stamina, and sprint on all kinds of terrain?


2minutes is too long, agreed, but 5 sec is too short. That will give you only headache, not headstart :) Something between. And I would keep it as skill, not automatic feature.
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Re: New Skill: Farmer's Retreat

Postby Sotsa » Tue Oct 05, 2010 4:04 pm

Well as I think about it it shouldn't be certain escape.. enough of a headstart not to get stabbed while running, and then if you manage to get to a boat or something.
Would be lame if every fucking farmer you try to kill flies to the other side of the map. 5 seconds is a pretty long time in combat.

Also think about it, running from someone or something is a very instinctive thing, behaviour wise.
You don't think "Now I have to execute my running technique", you think "SHIT" then you fucking leg it, and i see the same reaction in defenseless hearthlings when i (before i died) attacked them. Mostly they run but because they can't run faster than me it's useless.
Last edited by Sotsa on Tue Oct 05, 2010 4:07 pm, edited 1 time in total.
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