TheGraveKnight
Spacefaring
The Motivational Army is watching
Posts: 1,170
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Post by TheGraveKnight on May 3, 2016 8:26:38 GMT
I didn`t notice a thread for for this so I figured I might as well start one. Just out of curiosity, does anyone have an idea of how combat could work? Would the combat change over the course of the stage? Could you have different types of warriors? Will everyone hate you for no apparent reason (I`ll give you a cookie if you know where that`s from)? If you have any other ideas, post them here. I think the combat could be really compelling and alot of fun if done right.
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Post by Captain McDerp on May 3, 2016 9:28:48 GMT
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Post by mitobox on May 3, 2016 13:15:27 GMT
If you've ever heard of "The Isle," an early access dinosaur game, they recently implemented bleed mechanics. How it works is that a carnivore of the "bleeder" type (such as an Allosaurus) runs in, bites a herbivore, then runs back out, using damage over time through bleeding to bring it down. This is (presumably) more realistic than the direct combat from before (and a bit more fair, since herbivores are, naturally, powerhouses, so there was no way carnivores could rely on facing them directly).
The exception is the Tyrannosaurus, which, as a "crusher," has the highest bite damage in addition to dealing bleed damage, which allows it to take down herbivores by brute force.
So it's a bit like Captain's "blunt and pierce" idea above, except dealing with the carnivore's tooth design. So if something like this were to be in Thrive, the teeth could be directly editable to determine how serrated (for making prey bleed), thick (for crushing), and/or conical (for holding onto fish, like Spinosaurus does), as well as the jaw muscles (stronger is more energy-costly but allows higher bite force).
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Post by StealthStyleL on May 3, 2016 13:31:04 GMT
I'm gonna love it when we get to aware stage and we get to put this sort of thing in.
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The_Wayward_Admiral
Spacefaring
The_Real_Slim_Shady
Atrox drew this awesome image of the Keldori!
Posts: 1,011
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Post by The_Wayward_Admiral on May 3, 2016 14:46:48 GMT
TheGraveKnight I trust you're referencing Civ V's ridiculous warmonger penalties (that might tell you about my play style). I would hope we don't do that, but it sounds like strategy mode might be similar in combat to most 4X games, which I'm personally very much in favor of.
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Post by tjwhale on May 3, 2016 15:48:21 GMT
TheGraveKnight I trust you're referencing Civ V's ridiculous warmonger penalties (that might tell you about my play style). I would hope we don't do that, but it sounds like strategy mode might be similar in combat to most 4X games, which I'm personally very much in favor of. I enjoyed how balanced CIV V was (you can play as Venice and stay a single city and win through trade, which is nice) but I agree it felt very constraining. Trying to play as the Mongols or Romans felt quite dissatisfying because you can't build a massive empire, the game just won't allow you to. Hopefully with Thrive there can be more nuance. Like the Mongols if you build an empire too fast maybe it becomes very fragile and likely to split into two or more seperate pieces. Like the Romans if you have two major lingual and cultural groups (Greek and Latin) then maybe your empire becomes likely to split along this fault line at a later date (like the Roman empire did). That way it would be possible to allow players to go on a conquering spree without feeling like it was an easy way to "win" by owning the whole world. Moreover, if there is no multiplayer then we don't have to balance playstyles against each other, which is nice. Though I do love merchant republics and hope they are a part of the game! Also with Thrive what "winning" means is interesting. Maybe you own the whole world and pump a load of CO2 into your atmosphere and then die to climate change! CIV would tell you that you won when you had the whole world, Thrive would tell you to go back several stages.
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Post by StealthStyleL on May 3, 2016 17:41:44 GMT
The only lasting victory is Ascension. There is no such thing as winning in the previous stages.
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Post by tammio on May 3, 2016 18:30:56 GMT
actualy I think thegraveknight meant Age Of Empires. Didn't you? I've come to claim the cookie!
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TheGraveKnight
Spacefaring
The Motivational Army is watching
Posts: 1,170
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Post by TheGraveKnight on May 3, 2016 19:42:48 GMT
The_Wayward_Animal wins! *gives giant cookie*
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Post by Atrox on May 3, 2016 19:57:42 GMT
The_Wayward_Animal wins! *gives giant cookie* The_Wayward_Animal lays seige to other nations in his quest to conquer the rest of the world.
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Post by tammio on May 3, 2016 19:57:57 GMT
oh noooooo!
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Post by lowry on May 4, 2016 6:42:26 GMT
Well, I didn't read what section thus was in to begin with... I do like the idea of different weapon damage 'types' like crushing and peircing but another thing to take into consideration is their counterpart armours, for example, if I wear chain mail a peircing weapon is going to do a heck of a lot more damage than a slash of a blade (due to it poking through the links). Maybe there could be respective armours to combat each weapob and vice versa, meaning you have to preplan whoever you take into battle. Oh and I think slashing should be a damage type, purely because so many weapons do this more than piercing or crushing, considering almost in every culture the idea the sharp things cut flesh good is universal...
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TheGraveKnight
Spacefaring
The Motivational Army is watching
Posts: 1,170
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Post by TheGraveKnight on May 4, 2016 8:21:30 GMT
I think a neat idea could be that you could also have a sort of 'assassin' type warrior or rangers who don`t fight out in the open (you could also have different types of projectile weapons too, like early on it could be bows and maybe even just throwing stones but later on you could use crossbows and throwing spears or bolas) but use stealth and sneak attacks.
The one thing in combat I want to see the most is mounted fighters. I`ve always had this vision of being an alien-insect warlord who rides in on a giant armored dragonfly-esque creature. Surely there would be some sort of way to incorporate war-beasts.
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Post by Atrox on May 4, 2016 17:59:10 GMT
I for one would love to be able to use scare tactics against my enemies. I'd like to develop technologies to scare away my enemies before they get to attack. You guys ever heard of the Aztec death whistle? Scary stuff:
A military's morale could be represented numerically or something. Thrive could allow the player to develop technilogies to boost and reduce morale which I feel is a very important aspect of warfare.
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Post by early0000 on May 5, 2016 4:00:29 GMT
I'm probably a bit biased, but the fencing tactical wheel could probably have some sort of effect on the game. The idea is each "spoke" on the wheel counters the previous one. Example: an attack is countered by a parry, then a parry is countered by a disengage, then a counter attack, and so forth
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RoboTrannic
Spacefaring
haunting deviantart
Posts: 1,005
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Post by RoboTrannic on May 5, 2016 4:32:51 GMT
If you've ever heard of "The Isle," an early access dinosaur game, they recently implemented bleed mechanics. How it works is that a carnivore of the "bleeder" type (such as an Allosaurus) runs in, bites a herbivore, then runs back out, using damage over time through bleeding to bring it down. This is (presumably) more realistic than the direct combat from before (and a bit more fair, since herbivores are, naturally, powerhouses, so there was no way carnivores could rely on facing them directly). The exception is the Tyrannosaurus, which, as a "crusher," has the highest bite damage in addition to dealing bleed damage, which allows it to take down herbivores by brute force. So it's a bit like Captain's "blunt and pierce" idea above, except dealing with the carnivore's tooth design. So if something like this were to be in Thrive, the teeth could be directly editable to determine how serrated (for making prey bleed), thick (for crushing), and/or conical (for holding onto fish, like Spinosaurus does), as well as the jaw muscles (stronger is more energy-costly but allows higher bite force). just to add to this crushers can break bones in any number of hits which adds to there deadlyness
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Post by Just a Dude on Sept 12, 2016 20:46:35 GMT
What if combat was also size based?
For instance, if you have a larger carnivore and are hunting a WAY smaller creature, you could grab it with your jaws, and if it's attack or armor are good enough there's a 50-50 percent chance it'l escape, or die within the jaws, and be dropped down to the floor (while it's in your jaws you could also move it around, so you can get it to another location like your nest, or cave, or whatever you have (and yes they would squirm and try to escape in your jaw)).
Then if you are bigger than a thing that you are defending yourself against or hunting, you could maybe stomp on it to either deal massive damage or kill it.
and maybe, if you are the smaller creature, you could attach yourself to the back, or side of the bigger thing and start dealing minimal or medium damage (you could do this with a pack of your species so it's based on the number of your species attacking the bigger thing) and again, there's a 50-50 percent chance, you'l stay on a bit longer and then detach or get shaken off.
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Post by alohameanshello on Sept 21, 2016 3:01:15 GMT
I love Fallout's VATs system, why not use that? When your predator, lock onto VATs, and select a body part you'd like to mangle. Use rag-doll physics to represent a broken appendage. If more than half the legs (one for a biped, two for a quadruped, three for hexapods, etc) the animal will fall to ground, and can be devoured by the player.
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Post by ThreeCubed on Sept 21, 2016 5:18:19 GMT
I wish I was able to contribute to something like this... I was gonna suggest having a Limb-System like in Dwarf Fortress and damage done does different things but, Im not too sure.
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Post by ATP Kraken on Sept 28, 2016 0:59:55 GMT
I wish I was able to contribute to something like this... I was gonna suggest having a Limb-System like in Dwarf Fortress and damage done does different things but, Im not too sure. I don't think we should go all Dwarf Fortress, but realistic enough to not come down to how fast you can mash Bite and Strike.
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