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different types of attack

Unstructured ideas, requests and suggestions for the development of the game.
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Zecheria
Posts: 12
Joined: Thu Jul 12, 2012 10:40 pm
android_version: 2.3 - Gingerbread

different types of attack

Post by Zecheria »

I think it would be cool if instead of just clicking attack that you could also choose something like "agressive attack" that would hit higher but also take away block chance until the next turn. Or a "rapid attack" that would use less AP and have less damage.
-Zecheria. Level:25 Net Worth:41K HP:90
Stoodge
Posts: 71
Joined: Fri Nov 25, 2011 12:28 am
android_version: 4.0
Location: Middle of the meat grinder

Re: different types of attack

Post by Stoodge »

The dev team has big plans for an update to the combat system which should incorporate some of these ideas, to what extent exactly I am not sure.
Hopefully it will be ready by the next update!!!

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Lvl: 60, XP: 3681789, Gold: 280362, RoLS: 1, GoLF: 1, ShaF: 1
HP: 137, AC: 237% , AD: 36-47, AP: 3, CHS: 23, ECC: 16%, CM: 2.0, BC: 91%, DR: 2 
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Pyrizzle
VIP
Posts: 6435
Joined: Sat Jun 25, 2011 1:00 am
android_version: 6.0 - Marshmallow
Location: Fire Nation HQ

Re: different types of attack

Post by Pyrizzle »

As stooge said, this idea has been put into the works already.

There is a survey that you can take to rank the things you would like to see added to the game.

here is a link: http://andorstrail.com/viewtopic.php?f=2&t=1825

Happy Hunting! :mrgreen:
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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buddyCasino
Posts: 163
Joined: Thu Mar 08, 2012 4:21 pm
android_version: 2.3 - Gingerbread

Re: different types of attack

Post by buddyCasino »

Has anybody listed their ideas on how to do design the changes in the fight system?

I collect my ideas here as it seems to be the appropriate topic.

I think the game has few elements that require skill and timing from the player. It would be nice if we could gather some ideas that increase the importance of the players performance. This could be timing, chance or intelligent tactics.

At the moment timing is important when it comes to dodging enemies. There are several maps that you can cross without getting engaged in a battle if you move through them cleverly and quickly. I like this a lot as this is not "only" pushing buttons, but it requires some dexterity(right word?). I wonder how the reallocation of monsters will affect this. The only other timing issue will be lose importance in the next upgrade: actor conditions will fade during fights. Before, blessings and potions could be extended by moving quickly from fight to fight.

Chance means that variance in fights increases. Right now a hit is a hit, damage is roughly the same for all hits. Critical hits are also pretty much the same values. One idea were armor peircing hits, obviously something that Sarumar had also thought of before: http://andorstrail.com/viewtopic.php?f=4&t=1767 Another idea would be to increase damage ranges of weapons. (This could be influenced by my choice of equipment, I have been using the dagger of the shadow priests forever). Different fights against the same creature should vary more, that will spark surprises. But hard to balance on the other hand.

Tactics: now this is mainly a question of equipment and skills, but not about how to act within a fight. I'd love to see tactics within fights.

What options could exist? One way to think of them could be to think of a fighter and how he fights: brutal and wild, focused on killing the enemy and focusing on attack only, defensive and cautious... The other way is to look at the player stats and what reasonable ways there are to change them by choosing a certain kind of attack. Every options will trade some bonus against a malus.

This could mean: using more AP for each attack leading to better AC or AD, using AP to take a defensive stand at the end of each round (using AP to improve BC), offensive/defensive fighting trading AC for BC or vice versa, wild attacks or aimed attacks trading AC against AD, going for a critical hit which results in improved chances of making a crit but lowers the chance to make any hit at all.

Some weeks ago I mentioned a skill that would improve the player's BC during the first round of a fight:
http://andorstrail.com/viewtopic.php?f=4&t=1521

I have an exam tomorrow, funny that ideas don't stop flowing when you should be learning instead...
Lvl: 65, EXP: 5.130.135, 2 x ShaF, 1 x ChaR
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