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Jed1314

Organic Combat Programming

54 posts in this topic

Maybe eventually, but this is still page 2 >.<

eventually is relative
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NERD TALK

BLAHBLAHBLAHTRADINGCARDGAMESBLAHD&DBLAHSCIENCEBLAH

...Sorry, but hasn't this kind of thing been discussed to death?

I don't think the devs need any more imput.

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No, it hasn't, and speaking of nerd talk...

Posted Image

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That was amazing.

I will now proceed to like your post multiple times through magic.

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Ahem boys, enough Dnd talk, This was an excellent suggestion, i would like to see more relevant content on the matter,

I feel compelled to slap you for that comparison

Dammit, I didn't mean it like that. The word "biox" Actually refers to a type of "notch" used in wooden handles of acient stone age tools. I wasn't even talking about Notch, although that is funny. Why would I ever compare the two when Bioxx kicks ass?

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No, it hasn't, and speaking of nerd talk...

Posted Image

ah this is turning into one of those threads
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ah this is turning into one of those threads

You say that like it's a bad thing... but seriously, do critic the OP, it was well written and thought out.
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You say that like it's a bad thing... but seriously, do critic the OP, it was well written and thought out.

oh its not bad its just i know nothing relevant is ever going to be done here
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Well, it's like every other realistic combat suggestion, but with crushing and a bit more feasible from a coders perspective.

If this is to be implemented, we should get realistic damage alongside (just my 2 cents).

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...*slap*

I feel that was deserved. I'll go think about what I've done :(

Another Jed tier post. Top Bioxx as always (Bioxx is synonym for notch, c wat I did there?). Couldn't agree more! I really think bleeding should be a damage form too...

Haha :P Thanks :), Bioxx is awesome. Notch sucks. That is the difference :) I left out effects, such as bleeding, crippling etc. because they are a whole other kettle of fish. I do have an idea though which I will add to the OP.

ah this is turning into one of those threads

Nooooo ! My new and reasonably decent suggestion has been ponied already ? T.T .. I should just give up on this internet business :L

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Nooooo ! My new and reasonably decent suggestion has been ponied already ? T.T .. I should just give up on this internet business :L

no not just the ponies, the complete and utter random shit that's popping up
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Well, it's like every other realistic combat suggestion, but with crushing and a bit more feasible from a coders perspective.

If this is to be implemented, we should get realistic damage alongside (just my 2 cents).

I dunno, I would argue it has been made with the coders in mind with the aim of fitting the features to them and not the other way around :)

I have added some more detail to the OP :)

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Nooooo ! My new and reasonably decent suggestion has been ponied already ? T.T .. I should just give up on this internet business :L

Posted Image

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Nooooo ! My new and reasonably decent suggestion has been ponied already ? T.T .. I should just give up on this internet business :L

You just got PWNIED.

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Posted Image

lols, nah its okay eternal leave him be, let him join of his own free will, it's always better that way
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lols, nah its okay eternal leave him be, let him join of his own free will, it's always better that way

My girlfriend tried, and she had double D's and blowjobs on her side.

In summary, you will fail :P

P.s. Finally added effects to OP.

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My girlfriend tried, and she had double D's and blowjobs on her side.

In summary, you will fail :P

P.s. Finally added effects to OP.

never said we were going to try and make you join, but you will...eventually......

i love how i've gotten over 60 posts down today, and most of them were totally irrelavent like this one

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Back on topic...

Scimitar: +3 Slashing, +0 Stabbing, +1 Parry, +0 Crushing

Longsword: +1 Stabbing, +1 Slashing, + 2 Parry, +0 Crushing

Knife: +2 Stabbing, +.5 Slashing, +0 Parry, +0 Crushing

Axe: +0 Stabbing, +2 Slashing, +.05 Parry, +2 Crushing

Mace: +0 Stabbing, +1 Slashing, +1 Parry, +3 Crushing

Every weapon has their strengths and weaknesses.

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... damn, why every single time i see the word "Scimitar", an image of my first rune scimitar in Runescape comes to my mind?

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... damn, why every single time i see the word "Scimitar", an image of my first rune scimitar in Runescape comes to my mind?

Too much runescape in your earlier life? :D

Back on topic...

Scimitar: +3 Slashing, +0 Stabbing, +1 Parry, +0 Crushing

Longsword: +1 Stabbing, +1 Slashing, + 2 Parry, +0 Crushing

Knife: +2 Stabbing, +.5 Slashing, +0 Parry, +0 Crushing

Axe: +0 Stabbing, +2 Slashing, +.05 Parry, +2 Crushing

Mace: +0 Stabbing, +1 Slashing, +1 Parry, +3 Crushing

Every weapon has their strengths and weaknesses.

Yes, but I don't completely agree with your numbers. I think they should just be defined as one damage type, and if it needs a second (swords), shift-click for alt damage type. This would be for the more awkward attack style (stabbing for swords designed for slashing). Parry should be better defined too, I think what you mean is block. Parrying is essentially attacking an opponents attack, and while it should be added, cannot really be defined by weapon (more like attack force). Blocking, however, can be defined by the the surface area on any side of the weapon, and should take damage when successful, so structure and angle would affect how long it can block for.

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Thanks for the feedback, I was just trying to spark some ideas with those numbers, nothing really set in stone there. I like the simplicity of having 2 attack modes for each weapon, but since there are more than 2 types of attacks one can think of, the game could just exclude one type for the appropriate weapons. (like for axe, it won't take stabbing into account, just primary slash and secondary crush)

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... damn, why every single time i see the word "Scimitar", an image of my first rune scimitar in Runescape comes to my mind?

because, back when we were all like 8 years old, Runescape was the shit
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Thanks for the feedback, I was just trying to spark some ideas with those numbers, nothing really set in stone there. I like the simplicity of having 2 attack modes for each weapon, but since there are more than 2 types of attacks one can think of, the game could just exclude one type for the appropriate weapons. (like for axe, it won't take stabbing into account, just primary slash and secondary crush)

Actually, if you really break it down, there are only two types of attack: a swing and a thrust. You muddled damage types and attack types there :)

It's good that you are trying to think though :)

Here is an example of what I was thinking:

Axe: swung

S- 1 Cr- 3 Cl- 8 P- 0

Spear: thrust

S- 3 Cr- 0 Cl- 0 P- 7

Again, numbers are just examples :)

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Actually, if you really break it down, there are only two types of attack: a swing and a thrust. You muddled damage types and attack types there :)

It's good that you are trying to think though :)

Here is an example of what I was thinking:

Axe: swung

S- 1 Cr- 3 Cl- 8 P- 0

Spear: thrust

S- 3 Cr- 0 Cl- 0 P- 7

Again, numbers are just examples :)

True, a crush is like an overhand swing, with a heavy object.

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Actually, if you really break it down, there are only two types of attack: a swing and a thrust. You muddled damage types and attack types there :)

It's good that you are trying to think though :)

Here is an example of what I was thinking:

Axe: swung

S- 1 Cr- 3 Cl- 8 P- 0

Spear: thrust

S- 3 Cr- 0 Cl- 0 P- 7

Again, numbers are just examples :)

Something more of what I was thinking was:

Template- (attack type)damage type[damage/effectiveness based on weapon]{button}

(ex. Arrow[high] might deal less damage than Spear[high] even though they are both (thrust)piercing[high], because damage is based on attack type, weight of weapon, strength, and design of tool head)

Axe- (swing)Cleaving[high]{left click}, (swing)Crushing[med]{right click}, (thrust)Crushing[low]{shift left click}

Spear- (thrust) Piercing[high]{left click}, (thrust) Piercing[med]{right click}, (swing)Crushing[low]{shift right click}

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