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Subject: "adding yet a little more variety to the races of thera" Previous topic | Next topic
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Top General Discussions Gameplay Topic #4495
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laxmanSun 09-May-04 04:12 PM
Member since 18th Aug 2003
1867 posts
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#4495, "adding yet a little more variety to the races of thera"


          

Now I like this game a lot because there is a lot more seperating each of the individual races then just stats. There are resists and vulns and racial rp and inherents. My suggestion is One I am sure you have all stewed over at one point or another but perhaps hearing the player bases view on it might help you out. My suggestion is making combat more race and size specific.

Currently there are distinct combat advantages in regards to certain skills that rely on stats like str and dex and size, most notably bash. But what about adding these factors to more parts of combat in more dynamic ways. My example is if a giant swings a mace at a gnome and a human swings a mace at a gnome even if they are the same strength the giants blow would likely land harder due to the fact that well they pick up more speed on their strike, the disadvantage would be it is easier to avoid.

basically the bigger the size difference increase chances to dodge for a smaller foe decrease chances to parry, decrease chances to dodge for the larger and if the difference is substantial also reduce parry ability. add a damage multiplier for size difference and a damage divider, a gnome is less likely to reach vital points on a giant then a giant will on a gnome.

point 2 is make indoor outdoor combat like it is for air majors. in confined places big chars should have a much more difficult time defensivly and smaller chars should have less difficult time. also in group on group combat make multiple oppononets harder to avoid but also make it harder for them to land multiple attacks.

third point add racial bonuses for racial terrain. A cloud giant or an elf will have a difficult time fighting in the underdark, but duergars and drow and svirfs should get a good bonus, maybe even make it almost legacy like. for instance a storm giant underwater might move through the water with significantly more ease then others even creating little swells of water to stun or distract opponents. In the air arials could pick up momentum for really painful hits via series of dives and cloud giants could be much more mobile then any other race as they can literaly walk on air naturally. orcs and dwarfves could get bonuses on the mountains and felars in the plains. wood elves obviously in the woods and maybe even elves as well. basically a standard bonus to defenses and attacks would be neat. but adding in some other echos and specialties would be so beyond cool.

if I suddenly saw

arial makes a fierce dive at you
arials <attack> does 1.5 damage

or

dwarf takes advantage of the small space and gets inside your defenses
dwarfs attack becomes unblockable

or

storm giant moves effortlessly through the churning water
storm giant dodges an attack

Yes I understand some legacies are designer towards this already, but it would be much weaker and would add an entirely new level of strategy to pk in my opinion. You could even make it special attacks liek inherents avaiable only in certain terrain.

dive for arials
cloudblend for cloud giants in the air on cloudy days
pack sense for felars except add some coordinated attacks
for instance
felar1 makes a cunning feint leaving victim open to attack from felar2
dwarf/duergar could have corner, force opponents back into walls in enclosed spaces

storm giant could have tidal influence, cause the tide to change quickley, not enough to hurt anyone but enough to confuse them a little

ohh well I am rambling I doubt any of this will be added just thought it would be fun to write down and share

  

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