| <<O>> Difference Topic BattleFieldDesign (r1.24 - 20 Jan 2005 - FreD) |
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Concept of dodging and blocking |
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Questions regarding messages |
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Three ways of using defence; parry, dodge and block.
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| > > | I can't do it. To tie all messages down to a single line and take all combatants, their actions, their items, the hits effect, the effects effect, the current weapon, its effect, the outcome, a correct timeline, right grammar and currect timeline in one single block of text, is out of my legue right now. I'm blasting away straight into the code and it doesn't work this time. Not even for a simple draft as this is. I need HELP. |
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Blocking |
| > > | If you want to see combat done soon, help me with this -- FreD - 11 Dec 2004 |
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| < < | Easiest thing to do. Its dependant on your gear and the endurance of your gear. |
| > > | Just a quick though. When printing out the messages, if they were fully customizable to show/hide information should I concider giving one message in several lines? Instead of one long sentence there are multiple, shorter ones that are more readable (what they contain is another question). Its all rather complex because those messages are supposed to represent the heat of the battle and handle all kinds of situations. |
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No gear: Simply stupid, you get hurt alot. Weapon Only: Use your weapon to block, weapon takes damage, and you might get hurt. Armour: Better, the better the armour the more it blocks. You still take damage from strong hits. Shield: Best. Shields are made to block attacks. How good and bad a thing is to block with is defined by how much damage it can take and some other factors. Weapons are fragile and break easily when used for block. Armour is medium range (depends on the type). Shields have best endurance for blocking. (Armour and hit-locations is something different, discuss elsewhere). DodgingTry to avoid the hit completely. This is ofcourse the most effective against an attack. Some types of attacks are harder to dodge than others and the dodge-move is dependant on how much gear the player has on and how much he/she weights (and some other factors).ParryUse your weapon to redirect the attack elsewhere. Much like blocking with your weapon but if successful the weapon seldom take any damage. Unsuccesful means you get hurt, perhaps even more, by the attack. |
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Messages must:
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| <<O>> Difference Topic BattleFieldDesign (r1.23 - 07 Nov 2004 - PumaN) |
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| <<O>> Difference Topic BattleFieldDesign (r1.22 - 05 Nov 2004 - FreD) |
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Below does not work properly yet I coded everything below and it quickly became as complex as other theorys. A new version is in development.
If EE3 shows up and engages the combat he begins in ranged distance from all entities. If he decides to engage AE1 that is now in polearm distance from EE2 and AE2 (still fighting), EE3 will move towards AE1's position still having AE2 and EE2 in ranged distance. There's no need to figure out where the combatants really are in the battlefield, only their relation to eachother. Its only when we move into formations it gets really messy.. if EE3 enter a formation with EE2 (that is figting AE2) he moves towards EE2 as he engages AE1 in polarm distance. Therefor ending up (after one movement round from ranged) in polearm distance from AE2 and EE2 and AE1.
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| < < | There is three "modes" in which you can avoid taking damage; parry, dodge and block. |
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Three ways of using defence; parry, dodge and block.
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| <<O>> Difference Topic BattleFieldDesign (r1.21 - 22 Oct 2004 - FreD) |
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Concept of dodging and blockingThere is three "modes" in which you can avoid taking damage; parry, dodge and block.BlockingEasiest thing to do. Its dependant on your gear and the endurance of your gear. No gear: Simply stupid, you get hurt alot.Weapon Only: Use your weapon to block, weapon takes damage, and you might get hurt. Armour: Better, the better the armour the more it blocks. You still take damage from strong hits. Shield: Best. Shields are made to block attacks. How good and bad a thing is to block with is defined by how much damage it can take and some other factors. Weapons are fragile and break easily when used for block. Armour is medium range (depends on the type). Shields have best endurance for blocking. (Armour and hit-locations is something different, discuss elsewhere). DodgingTry to avoid the hit completely. This is ofcourse the most effective against an attack. Some types of attacks are harder to dodge than others and the dodge-move is dependant on how much gear the player has on and how much he/she weights (and some other factors).ParryUse your weapon to redirect the attack elsewhere. Much like blocking with your weapon but if successful the weapon seldom take any damage. Unsuccesful means you get hurt, perhaps even more, by the attack. |
| <<O>> Difference Topic BattleFieldDesign (r1.20 - 17 Oct 2004 - FreD) |
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BELOW DOES NOT WORK YET |
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Below does not work properly yet |
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| <<O>> Difference Topic BattleFieldDesign (r1.19 - 16 Oct 2004 - FreD) |
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BELOW DOES NOT WORK YET I coded everything below and it quickly became as complex as other theorys. A new version is in development.
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| < < | My theory (after some simple drawings) is that all EE that are engaged with AE is concidered to be on the flanks of AE except the one that is in AE's focus (the one he is fighting back against). |
| > > | All EE that are engaged with AE is concidered to be on the flanks of AE except the one that is in AE's focus (the one he is fighting back against). |
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That EE, AE stuff makes no sense to me. Where are these "simple drawings" ? Can you make a chart for me and everyone? -- LuCid - 11 Oct 2004 |
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| <<O>> Difference Topic BattleFieldDesign (r1.18 - 11 Oct 2004 - LuCid) |
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That EE, AE stuff makes no sense to me. Where are these "simple drawings" ? Can you make a chart for me and everyone? -- LuCid - 11 Oct 2004 |
| <<O>> Difference Topic BattleFieldDesign (r1.17 - 11 Oct 2004 - FreD) |
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My theory (after some simple drawings) is that all EE that are engaged with AE is concidered to be on the flanks of AE except the one that is in AE's focus (the one he is fighting back against).
All entities have four "slots", ranged, polearm, melee and flank. The battlefield keeps track on all entities relations to eachother. With flank beeing engaged without the EE to have you in his focus and the others a distance measure.
Example 1: AE1 and AE2 engage EE1 and EE2. Starting from ranged distance the move towards eachother. AE1 against EE1 and AE2 against EE2. AE1 and EE1 is in melee distance and engaged towards eachother. If there is no formation both battles take place in ranged distance from eachother. EE1 dies and AE1 is now free in ranged distance from AE2 and EE2, that is still battling. AE1 advance on EE2 and ends up on EE2's flank since his focus is still on AE2. AE1 is free to disangage combat and move into other positions but as soon as he joins engaged combat with EE2 he is concidered to be on EE2's flank (unless EE2 changes focus and thus moving AE2 into EE2's flank). If EE3 shows up and engages the combat he begins in ranged distance from all entities. If he decides to engage AE1 that is now in polearm distance from EE2 and AE2 (still fighting), EE3 will move towards AE1's position still having AE2 and EE2 in ranged distance. There's no need to figure out where the combatants really are in the battlefield, only their relation to eachother. Its only when we move into formations it gets really messy.. if EE3 enter a formation with EE2 (that is figting AE2) he moves towards EE2 as he engages AE1 in polarm distance. Therefor ending up (after one movement round from ranged) in polearm distance from AE2 and EE2 and AE1.
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| <<O>> Difference Topic BattleFieldDesign (r1.16 - 07 Oct 2004 - PumaN) |
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| <<O>> Difference Topic BattleFieldDesign (r1.15 - 07 Oct 2004 - FreD) |
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.....................|Snp| MF left flank| M |MF right flank P/S left.....|A/S|P/S right R/S left.....|RSP|R/S right |
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MF left flank | M | MF right flank
P/S left | A/S | P/S right
R/S left | RSP | R/S right
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| <<O>> Difference Topic BattleFieldDesign (r1.14 - 07 Oct 2004 - LuCid) |
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Now I didn't read all of the above, but i was thinking just now about how a grid battle could work:
Wtf? Why didn't it save my drawing? Took me f'ing 20 minutes to make the damn grid, and i can't even view it now.
I'll set it up in text before i forget.
.....................|Snp|MF left flank| M |MF right flank P/S left.....|A/S|P/S right R/S left.....|RSP|R/S right LEGEND:
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| <<O>> Difference Topic BattleFieldDesign (r1.13 - 17 Feb 2003 - FantoM) |
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| <<O>> Difference Topic BattleFieldDesign (r1.12 - 10 Feb 2003 - PumaN) |
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| <<O>> Difference Topic BattleFieldDesign (r1.11 - 10 Feb 2003 - PumaN) |
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| <<O>> Difference Topic BattleFieldDesign (r1.10 - 29 Jan 2003 - PumaN) |
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| < < | In the text, AE will refer to the active battleentity, EE to an enemy battleentity, and FE to a friendly. When there is more than one involved, they will be marked AE#, EE# and FE# respectively. |
| > > | In the text, AE will refer to the active battleentity, EE to an enemy battleentity, and FE to a friendly. When there is more than one involved, they will be marked AE#, EE# and FE# respectively. I use these to make it totally clear in statements what effects applies to what battleentity. |
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| <<O>> Difference Topic BattleFieldDesign (r1.9 - 27 Jan 2003 - PumaN) |
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| < < | The engagement-rules define the movement of the tides of the battlefield. |
| > > | The engagement-rules define the movement of the tides of the battlefield. |
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| < < | The interaction-rules define what the combatants can do to turn the tides of the battlefield. |
| > > | The interaction-rules define what the combatants can do to turn the tides of the battlefield. |
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| < < | The event-rules defines what happens when the tides of the battlefield roll. |
| > > | The event-rules defines what happens when the tides of the battlefield roll. |
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Protecting
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Protecting |
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| < < | The formations defines what shape the tides can take. |
| > > | The formations defines what shape the tides can take. |
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| < < | Definitions: |
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Definitions: |
| <<O>> Difference Topic BattleFieldDesign (r1.8 - 27 Jan 2003 - PumaN) |
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| < < | There is a defininition list at the bottom if you dont understand the use of certain words. |
| > > | There is a defininition list at the bottom if you dont understand my special use of certain words. |
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| > > | It's primary goal is to control battles ranging from three to about a hundred units or so. If using generalisation of large groups, it should also be somewhat capable of handling battles numbering in thousands or more. There might be need for another system for battle between two single entities, since this involves another kind of detail where positions does not matter as much. |
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EngagingUnengagingWithdrawingProtectingFlanking |
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Formations |
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Guarding |
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| < < | against wall |
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PolearmsStanding backFormationsThe formations defines what shape the tides can take.
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| <<O>> Difference Topic BattleFieldDesign (r1.7 - 22 Jan 2003 - PumaN) |
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| < < | Temporary save. |
| > > | This is a temporary save, the document is not complete. |
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Basic combat layoutA set of combat rules for handling of combat between three or more entities, they are also capable of handling combat between two entities. |
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Battlefield DesignThis is a set of rules for handling of positions between two or more entities in a battlefield. |
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| < < | The engagement-rules form the tides of the battlefield. |
| > > | The engagement-rules define the movement of the tides of the battlefield. |
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| < < | The interaction-rules are what the combatants can do to turn the tides of the battlefield. |
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EventlistThe event-rules decides what happens when the tides of the battlefield roll. |
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EventsThe event-rules defines what happens when the tides of the battlefield roll. |
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| <<O>> Difference Topic BattleFieldDesign (r1.6 - 21 Jan 2003 - EmbeR) |
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| <<O>> Difference Topic BattleFieldDesign (r1.5 - 21 Jan 2003 - PumaN) |
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| > > | %META:TOPICMOVED{by="PumaN" date="1043180028" from="Combat.CombatDesign" to="Combat.BattleFieldDesign"}% |
| <<O>> Difference Topic BattleFieldDesign (r1.4 - 21 Jan 2003 - PumaN) |
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Basic combat layoutA set of combat rules for handling of combat between three or more entities, they are also capable of handling combat between only two entities. |
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Basic combat layoutA set of combat rules for handling of combat between three or more entities, they are also capable of handling combat between two entities. |
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The idea is around a few basic concepts.
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EngagementThe engagement-rules form the tides of the battlefield.
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Interactions |
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InteractionsThe interaction-rules are what the combatants can do to turn the tides of the battlefield. |
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| < < | AE actions can be divided in the following basic groups. |
| > > | AE interactions can be divided in the following basic groups. |
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| < < | in a party, these additional actionsa are available: |
| > > | in a party, these additional actions are available: |
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EventlistThe event-rules decides what happens when the tides of the battlefield roll. |
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Eventlist |
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| > > | against wall |
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| <<O>> Difference Topic BattleFieldDesign (r1.3 - 21 Jan 2003 - PumaN) |
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| <<O>> Difference Topic BattleFieldDesign (r1.2 - 21 Jan 2003 - PumaN) |
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| > > | There is a defininition list at the bottom if you dont understand the use of certain words. In the text, AE will refer to the active battleentity, EE to an enemy battleentity, and FE to a friendly. When there is more than one involved, they will be marked AE#, EE# and FE# respectively. |
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| > > | A set of combat rules for handling of combat between three or more entities, they are also capable of handling combat between only two entities. |
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The idea is around a few basic concepts.
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Interactions |
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A combatant's actions can be divided in the following basic groups. Many of these are also formation actions.
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AE actions can be divided in the following basic groups.
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Combatant statuses:
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| <<O>> Difference Topic BattleFieldDesign (r1.1 - 21 Jan 2003 - PumaN) |
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%META:TOPICINFO{author="PumaN" date="1043154240" format="1.0" version="1.1"}%
%META:TOPICPARENT{name="DesignDocument"}%
Temporary save.
Basic combat layoutA combatant's actions can be divided in the following basic groups. Many of these are also formation actions.
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| Topic BattleFieldDesign . { View | Diffs | r1.24 | > | r1.23 | > | r1.22 | More } |
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Revision r1.1 - 21 Jan 2003 - 13:04 GMT - PumaN Revision r1.24 - 20 Jan 2005 - 22:58 GMT - FreD |
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