Give Unarmed Combat and Melee Combat a cap..

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

Re: Give Unarmed Combat and Melee Combat a cap..

Postby mipmiopin » Tue Feb 15, 2011 9:51 am

implement critical strike and critical miss
get the wheening to the whole new level
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby flaw » Tue Feb 15, 2011 5:02 pm

flaw wrote:
Potjeh wrote:Why not with curiosities, though?


Is there a post that explains what these were supposed to be?

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.


THought about this some more, and I can see the potential. I advocate a reset and immediate implementation. :)
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby dra6o0n » Tue Feb 15, 2011 7:03 pm

50% Player skills
25% Skill Level Based
20% Statistical
5% Luck
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby Potjeh » Tue Feb 15, 2011 8:23 pm

You forgot equipment ;)
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby Oddity » Tue Feb 15, 2011 8:37 pm

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).

Awesome idea. And as for weapon-dependent maneuvers, an axes-only maneuver could finally make the B12 useful somehow :)

I hope loftar at least sees this and thinks about it
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby Mode » Tue Feb 15, 2011 9:16 pm

Isnt marc capped by Weapon Quality? so i think there should be a cap for melee/unarmed
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby novaalpha » Tue Feb 15, 2011 9:22 pm

Mode wrote:Isnt marc capped by Weapon Quality? so i think there should be a cap for melee/unarmed

This is the best point made in this thread so far.
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby Jackard » Wed Feb 16, 2011 1:27 am

novaalpha wrote:
Mode wrote:Isnt marc capped by Weapon Quality? so i think there should be a cap for melee/unarmed

This is the best point made in this thread so far.

A reasonable point, but one that was already made.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby Oddity » Wed Feb 16, 2011 1:38 am

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).

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)?
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby Potjeh » Wed Feb 16, 2011 2:15 am

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.
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