Combat Caps

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

Re: Combat Caps

Postby Potjeh » Thu Apr 14, 2011 11:08 am

I believe AD did it, but I can't cite any source threads. What they have certainly done though is ambushing lone members of advanced factions and killing them for their equipment.
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Re: Combat Caps

Postby bitza » Thu Apr 14, 2011 12:29 pm

pyrale wrote:Have they been taken from active established factions by significantly younger factions with significant ressource Q disadvantage ?


yes, the key is to make your first strike as hard as possible, don't tip them off first by digging their clay, negotiating, threatening, etc - you only get one opportunity to take advantage of the element of surprise.

if they have a dummy village on a ls alt over their resource, you probably won't get a chance to kill that lawspeaker. so the only other way to go is to disrupt their LP production (read: kill people) until the idol runs out of authority.

have mats for a couple rams, a village idol, and plenty of steel on hand prior to invading. these are always good things to have in reserve any time. don't forget about strongboxes, they are still an effective and oftentimes hilarious griefing tool.

obviously you want a hearthvault before you do all this, but that's The Art of War (c) 101 stuff there, so no need to revisit all that.
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Re: Combat Caps

Postby Woot » Sun Apr 17, 2011 1:30 pm

I've devoted all ALL my time last world to combat, and I'm on the path to doing it for another world
And I was doing pretty well, I had enough to deal with the common thug, But I always found it extremely disheartening that the only thing I could do to catch up was keep at it for a long long long time, so the gap between my UA and the UA of some of W4s more insane fighters, was less significant , and that could only be attained if I kept an equal pace with them, I'd be very happy if a cap were implemented so UA was not open ended. Though equipment caps, in my opinion, will lead to a 'the rich get richer' scenario for the same reasons already stated, So, I would like to suggest a NUMBER cap, perhaps 500? (i'm sure that number will be contested, it is just a starting point) and at 500 UA, you are the result of the unholy union between chuck norris, batman, and bruce lee.


A few minor suggestions as well

-Perhaps the the chief could reach 550 UA and a hirdsmen could reach 525?
-Perhaps the armor/weapons could provide a very very minor increase to this cap, as well as the martial personal belief
though the increase to the cap should not be determined by quality, q10 steelplate gives 5 on the UA cap, q90 also gives 5
-Perhaps a trinket of some sort that will activate from time to time to grant a 10% weight increase to attacks, or to your defense weight in response to an enemies attack, again this should not be based on quality, just blind luck, and the increase should be pretty low maybe 3%? I really can't say, it would have to be tested, and again it should rarely activate
-bronze shield/steel shield these should have a bit of extra defense/deflection though, oftentimes you might prefer to use a wooden one for the same reason that early on bunny slippers are prefered to clogs, even though clogs give minor defense


I dunno if my 500 suggestion should be higher or lower, the merits of lower would be interesting times as no ONE man could kill a troll without insane luck, and the benefit of higher, would be the difficulty to attain this goal

but either way I +1 the idea to make a cap, whether my idea is taken or not, I'd like number values, to take a back seat to the ability to keep a cool head in combat, the numbers of allies you have, and the strategy you employ, and of course, the luck you have!


Oh and of course for the "beat the game" school of though, where there is no point in increasing anything anymore...
I almost cringe to say it.... there would still be the stealth race.... and of course ranging to beat that, scary.
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Re: Combat Caps

Postby burgingham » Sun Apr 17, 2011 3:43 pm

Woot wrote:the luck you have!



There is not a single component of luck involved in the current combat system and I'd like it to stay that way.
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Re: Combat Caps

Postby novaalpha » Sun Apr 17, 2011 4:46 pm

burgingham wrote:
Woot wrote:the luck you have!



There is not a single component of luck involved in the current combat system and I'd like it to stay that way.

Everything includes luck :) Even being alive.
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Re: Combat Caps

Postby SpiderJerusalem » Sun Apr 17, 2011 5:12 pm

burgingham wrote:
Woot wrote:the luck you have!



There is not a single component of luck involved in the current combat system and I'd like it to stay that way.



what about lag?
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Re: Combat Caps

Postby Woot » Sun Apr 17, 2011 7:56 pm

burgingham wrote:
Woot wrote:the luck you have!



There is not a single component of luck involved in the current combat system and I'd like it to stay that way.


Hmm You may be right, and upon further speculation I sort of agree, though I do think the trinket idea could have merit, as these lucky weight increases would be few and far between
Though again, I'd rather die by insufficient strategy, than some bullshit critical hit.

But that is just for the trinket idea, from what I've seen, luck is a constant part of combat, maybe not implemented in the system, and it doesn't show anywhere in the math behind it, but there is a lot of instances where luck has saved someone
IE sudden and slight lag spike trapping you in jump/bloodlust and him in charge/death or glory, you got 2 IP full offense, decent defense, they have about 20 IP low offense, no defense, Oh yeah, it's time for a sting.
that and of course, passing allies in boats, to aid in your retre-IMEANTACTICALREPOSITION! and of course, the much loved passing bear/hoard of pumpkin mask wearing griefers who just happened to be tracking down this very same guy to punch him to death
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Re: Combat Caps

Postby cloakblade » Sun Apr 17, 2011 8:20 pm

Woot wrote:Stuff


I'd also like to see the deltas for maneuvers get a cap similar to what AGL has. Though this doesn't stop them from just hitting you harder than you possible could.
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Re: Combat Caps

Postby Woot » Tue Apr 19, 2011 6:48 am

I like the new fix for the combat maneuvers, very good update, But I'd still like to see this cap employed
Everything else has an external modifier on how much skill you get before pretty much mastering the skill (at least with the resources available) As was said by someone earlier in this thread, tired of seeing or hearing about 1 man killing an entire army
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Re: Combat Caps

Postby dra6o0n » Tue Apr 19, 2011 7:15 am

I for one think that caps should be implemented, but not exactly like "static" caps.

The issue with combat is the difference between each players stats, and the difference becomes "too huge" thus the game becomes very horrendous when one player has a huge advantage over the mass majority, and especially if said players interacts and murders (and continously lives) based on that fact.

There needs to be a maximum and minimum advantages in combat, at all.

So instead of 1 to 100 having differences of 1 to 100, have it cap to a difference of 1 to 10.

So someone having 1 UA vs someone having 100 would be capped as if the other person has 10.

Yes, for granted the difference cap would mean stronger players remain strong, but their advantages won't blow it out of the ballpark.

That, would be the generic idea. This would also mean the greatest largest % of defense taken out would be 50% maybe... Meaning one hit kills isn't possible, but two or three hit kills are.

The only problem to this theory, is that the huge UA players will still have an advantage, which would then bring us back to the start of this thread: Capping skill levels.
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