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Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Discussions of the development process of the game.
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Antison
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Antison »

nyktos wrote:i like that you're talking about sequels! :twisted:
Let's get the original completed prior to talking about #2.
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by rijackson741 »

Antison wrote:Let's get the original completed prior to talking about #2.
Thumbs up on that! There is a huge amount of work yet to be done for the original. Feygard, Nor City, in particular. Much more beyond that!

But imagine if that were all completed! Wow! AT would have hundreds of hours of game play, and all for free! A really unique offering on Android!
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by nyktos »

rijackson741 wrote:But imagine if that were all completed! Wow! AT would have hundreds of hours of game play, and all for free! A really unique offering on Android!
this, indeed, is a unique project.

part of the charm is that it's done out of love for AT, not the love of money.

that & this amazing community! :mrgreen:

back on topic, i'm against ranged weapons...
but i love the idea of an enemy fleeing! :twisted:
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Tomcat »

I think that fleeing enemies would be both realistic and fun. You could add a monster attribute, similar to whether they move to mob you during combat, whether they are liable to flee. You could set a threshold of remaining HP percent, at which point they try to run away. A nice twist could be that inflicting the actor condition Fear could cause such a monster to flee automatically, also, regardless of HP.
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Voom »

I would love to see it in the first AT, but it needs to come once weapons and stat calculations are balanced. Maybe the update after next.
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Pyrizzle »

IMHO:

Pro: Fleeing monsters (Fun addition to gameplay)

Con: Ranged Weapons (wouldn't quite fit in and would be nearly impossible to add in a playable manor)
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by rijackson741 »

Voom wrote:I would love to see it in the first AT,
Ranged weapons, or fleeing monsters?
Ranged weapons would fundamentally change the game. Every map currently has safe places to stand. In some maps they are only where you switch maps. but in other maps there are more such places. Ranged weapons would allow you to stand in such places and kill anything that came into range with complete impunity. That's why twirlimp made it so that monsters can chase you. However, that applies to all attacks, which makes fleeing impossible (unless you manage to flee to another map). I am against any change that would so fundamentally change combat, and thereby possibly nerf a lot of players builds.
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Pyrizzle »

rijackson741 wrote:
Voom wrote:I would love to see it in the first AT,
Ranged weapons, or fleeing monsters?
Ranged weapons would fundamentally change the game. Every map currently has safe places to stand. In some maps they are only where you switch maps. but in other maps there are more such places. Ranged weapons would allow you to stand in such places and kill anything that came into range with complete impunity. That's why twirlimp made it so that monsters can chase you. However, that applies to all attacks, which makes fleeing impossible (unless you manage to flee to another map). I am against any change that would so fundamentally change combat, and thereby possibly nerf a lot of players builds.
^^Agreed! Well said point!
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by Voom »

rijackson741 wrote: Ranged weapons, or fleeing monsters?
Ranged weapons would fundamentally change the game. Every map currently has safe places to stand. In some maps they are only where you switch maps. but in other maps there are more such places. Ranged weapons would allow you to stand in such places and kill anything that came into range with complete impunity. That's why twirlimp made it so that monsters can chase you. However, that applies to all attacks, which makes fleeing impossible (unless you manage to flee to another map). I am against any change that would so fundamentally change combat, and thereby possibly nerf a lot of players builds.
Let's rethink the fleeing dilemma. Sure, any monster can chase you, but once char is in melee combat why wouldn't you be able to flee? The act of a successful flee moves the char a spot away. Doesn't this give you enough time to move away further? If not, we can just reset the aggression after a successful flee.

Concerning the ranged impunity thing, couldn't we just expand the area layer using Tiled to account for such spots of impunity?
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Re: Github Fork: Ranged Weapons, Monsters follow player and/or flee.

Post by rijackson741 »

Voom wrote:Let's rethink the fleeing dilemma. Sure, any monster can chase you, but once char is in melee combat why wouldn't you be able to flee? The act of a successful flee moves the char a spot away. Doesn't this give you enough time to move away further? If not, we can just reset the aggression after a successful flee.
Yes, sure you can move again. But where to? You would have to flee to another map, whereas on many maps there are currently safe spots, and even more semi-safe spots where a monster can get next to you, but cannot move onto your square. If you allow the monsters to chase you anywhere on a map the whole game would be harder, and fleeing and Evasion would be much less useful.

If you reset the aggression after a successful flee a player could get 4 levels of Evasion, so fleeing is always successful. So stand as far away from a monster as possible and shoot it as many times as you can until it reaches you. Then flee. It stops chasing you, so you move as far away as possible again, and repeat. For each one round it got to hit you, you would get multiple rounds to shoot it.
Voom wrote:Concerning the ranged impunity thing, couldn't we just expand the area layer using Tiled to account for such spots of impunity?
No. They are there for a reason. You can enter a new map without fear of being immediately mobbed. You can also stand and survey the new ground and monsters to see what you want to do (including looking for what might be safe spots). If you cover every map from edge to edge with spawn area that would change the nature of the game completely. And if we did do that then there would really be nowhere to flee to, not even another map.

Adding new features to combat is fine, but not if doing so fundamentally changes the game and nerfs a lot of peoples builds.
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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