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Christian Knudsen Administrator
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Posted: November 15th, 2009 Post subject: Melee combat training |
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(Split off from other thread.)
The damage you do with melee combat increases your skill relatively. So it doesn't matter if you hit him where the percentage is lowest as long as you do damage.
Last edited by Christian Knudsen on November 15th, 2009; edited 1 time in total
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Iltsuger Veteran
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Posted: November 15th, 2009 Post subject: Re: hand-to-hand combat Question |
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Might be good to have basic self-defense courses or something, because it takes forever to do damage when your skills are low, and since my interest in personal combat is to stun people, I don't see how learning to stab people would make me better at stunning.
Then again, maybe I'll take a vibro blade to a few of the people I'm going to kill anyway, see what happens. I'm sure the Kilrathi will approve of a little mano-y-mano.
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Christian Knudsen Administrator
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Posted: November 15th, 2009 Post subject: Re: hand-to-hand combat Question |
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I was recently thinking about how to allow players to "level up" their melee combat skills and thought that having a planet with an arena where you fight against slaves that are leveled to your skill would be pretty neat. Or maybe a mine on an asteroid base with deeper and deeper levels like in proper roguelikes where you can practice your melee skills?
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GLI Ace
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Posted: November 15th, 2009 Post subject: Re: hand-to-hand combat Question |
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| Christian Knudsen wrote: | | I was recently thinking about how to allow players to "level up" their melee combat skills and thought that having a planet with an arena where you fight against slaves that are leveled to your skill would be pretty neat. Or maybe a mine on an asteroid base with deeper and deeper levels like in proper roguelikes where you can practice your melee skills? |
... or just "dojo" for training with mannequins. Maybe a little challenge with another "trainee" (without harmful hits). _________________ Genuine Lifelike Individual
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Christian Knudsen Administrator
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Posted: November 15th, 2009 Post subject: Re: hand-to-hand combat Question |
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I feel a dojo would be too much like grinding to increase your skill (I'm actually not that fond of the shooting range and would probably remove that if I implement an arena base somewhere), plus I could tie an arena base into the plot...
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Iltsuger Veteran
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Posted: November 15th, 2009 Post subject: Re: hand-to-hand combat Question |
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I'm not sure I'd ever fight slaves, since I find the whole slave thing unappealing unless that was the only alternative to killing my potential murderers. Maybe prisoners? You could have a side-thing where you can sneak into a Kilrathi world and actually participate in arena fights :) Arena stuff seems more of a Kilrathi thing, I think. Or maybe Pirates, too, but again, the slave thing seems like a pretty messed up way to train.
The dojo would actually make the most sense, and maybe they'd have different training programs you'd pay for and have to hit targets for a short amount of time, like GLI said. You get a limited number of hits, so your skills increase at random, and the cost increases based on your skill.
Are there different skills for different weapons and for barehanded strikes? Would be cool to train in stunning or disarming in one place, deadly strikes in another.
The roguelike, though, sounds really cool. But what would the enemies be?
Why not a place on a planet, where there are animals that have to be culled in order for them to use the place as a mine. So you can have several weird animals there to fight, where you can discover trapped people, loot, hidden bandits, that sort of thing. A game within a game! :)
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Christian Knudsen Administrator
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Posted: November 15th, 2009 Post subject: Re: hand-to-hand combat Question |
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Yeah, prisoners would work too. Running Man!
I'd like to keep it to humans, as I would otherwise have to redo a lot of stuff for targeting displays and damage calculation.
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GLI Ace
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Posted: November 15th, 2009 Post subject: Re: hand-to-hand combat Question |
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| Christian Knudsen wrote: | | I feel a dojo would be too much like grinding to increase your skill (I'm actually not that fond of the shooting range and would probably remove that if I implement an arena base somewhere), plus I could tie an arena base into the plot... |
"Dojo" or Shooting Range training will give max 30-40% of skills... and it'll cost some money (e.g. for higher level more money).
| Iltsuger wrote: | I'm not sure I'd ever fight slaves, since I find the whole slave thing unappealing unless that was the only alternative to killing my potential murderers.Maybe prisoners? You could have a side-thing where you can sneak into a Kilrathi world and actually participate in arena fights Arena stuff seems more of a Kilrathi thing, I think. Or maybe Pirates, too, but again, the slave thing seems like a pretty messed up way to train. |
Illegal fights (Fight Club?) at pirates bases (The first rule of Fight Club is: you do not talk about Fight Club.)
| Iltsuger wrote: | | Are there different skills for different weapons and for barehanded strikes? Would be cool to train in stunning or disarming in one place, deadly strikes in another. |
Yeah! New skill: "Stunning"
| Iltsuger wrote: | The roguelike, though, sounds really cool. But what would the enemies be?
Why not a place on a planet, where there are animals that have to be culled in order for them to use the place as a mine. So you can have several weird animals there to fight, where you can discover trapped people, loot, hidden bandits, that sort of thing. A game within a game!  |
Possibility of traveling at planet (like in Priv2) or landing at different space ports with some "ground" missions (find, rescue, "clean" etc.). _________________ Genuine Lifelike Individual
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Iltsuger Veteran
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Posted: November 15th, 2009 Post subject: Re: hand-to-hand combat Question |
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Oh, I see what you mean about human targets. Well, how about this:
You know all these event conflicts that go on between workers and management, where management wants to employ robot workers to cut costs?
How about you go into the mines to fight either disgruntled workers, or to fight robots that have gone amok. The robots would be in human form in this case, and would fight with mining lasers and the like. Loot would be some junk, some credits, some weird weapons that you can't buy in stores (same as you can't buy Kilrathi weaponry but they're very effective), an Autodoc Micro, robot heads that they can study to see what went wrong with them, protective-but-heavy mining armor, whatever.
There would still be an object to going in there, though, like you have to retrieve a Quine that was stolen by rebel workers, or destroy the infected robot that's been controlling all of the other robots, or shut down a transmitter that's making the robots crazy, or capture the leader of the worker resistance.
EDIT:
Another way to do it would be that each planet and asteroid has its own like mission zone, a doorway that you can go into that will either have random enemies in there, or mission-based. You check the entryway for notices of rewards, take missions or don't, and then go in.
That way you could also have Retro cells operating in there, smugglers, or Kilrathi saboteurs, and not just one type of event there.
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Cthulhu Ace
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Posted: November 16th, 2009 Post subject: Re: Melee combat training |
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| Christian Knudsen wrote: | | melee combat skills... ...an arena |
Thunderdome! Two men enter -- one man leaves!
Also, must the skill increase be linear? you do want some rapid increase when you're newbie, but it should be fairly difficult to get a "full" skill-level, but then again, as it is now is pretty good, so never mind (perhaps).
| Iltsuger wrote: | | Are there different skills for different weapons and for barehanded strikes? Would be cool to train in stunning or disarming in one place, deadly strikes in another. |
Also, having different skills for stun and other close combat weapons wouldn't make that much sense, since Steven Seagal is as good with kitchen knifes as he is with a stunrod (I'm guessing).
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Iltsuger Veteran
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Posted: November 16th, 2009 Post subject: Re: Melee combat training |
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That's probably because he trained in both :)
Using a stun rod wouldn't be like punching to do damage. Some might argue it'd just be easier in general, but you'd have to make sure you got as close to the skin as possible (inverse square law), making sure the weapon was pointed straight. I'd argue the skills were as different as having rifle and pistol skills.
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GLI Ace
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Posted: November 16th, 2009 Post subject: Re: Melee combat training |
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| Iltsuger wrote: | | How about you go into the mines to fight either disgruntled workers, or to fight robots that have gone amok. The robots would be in human form in this case, and would fight with mining lasers and the like. Loot would be some junk, some credits, some weird weapons that you can't buy in stores (same as you can't buy Kilrathi weaponry but they're very effective), an Autodoc Micro, robot heads that they can study to see what went wrong with them, protective-but-heavy mining armor, whatever. |
It'll be different game than "WC-like space-sim" and a lot coding work. It'll be like... ekhem, "Mass Effect" (first game that almost damaged my XP).
| Iltsuger wrote: | | There would still be an object to going in there, though, like you have to retrieve a Quine that was stolen by rebel workers, or destroy the infected robot that's been controlling all of the other robots, or shut down a transmitter that's making the robots crazy, or capture the leader of the worker resistance. |
Who will to hire some "wannabe" privateer for such job? Maybe it'll works for "side mini-quests" (more advanced missions) when our employer and we have different choices ("We can do this in right way... or hard way!"). Space-sim will become cRPG: "Oy! You're captain of space ship, right? I've got some problems with pests in my garden..." [Fo2, Modoc]
| Iltsuger wrote: | Another way to do it would be that each planet and asteroid has its own like mission zone, a doorway that you can go into that will either have random enemies in there, or mission-based. You check the entryway for notices of rewards, take missions or don't, and then go in.
That way you could also have Retro cells operating in there, smugglers, or Kilrathi saboteurs, and not just one type of event there. |
Those side mini-quests should be offered by "fixers" only (maybe by rescued merchants etc.).
Guilds should offer different missions depends on base, planet or at least system. They have their local problems and guild just helps to find proper "helper". Well, at least most missions should be "local".
| Cthulhu wrote: | | Christian Knudsen wrote: | | melee combat skills... ...an arena |
Thunderdome! Two men enter -- one man leaves! |
Hmm, it's an idea about solving problems at pirate bases:
"- You've got my cargo! I want it back!
- Talk to my gun...!
- Easy-up fellas! Solve this at Thunderdome. You can't refuse or we'll shoot you on site."
[choice: thunderdome duel or street fight with everybody]
| Iltsuger wrote: | Are there different skills for different weapons and for barehanded strikes? Would be cool to train in stunning or disarming in one place, deadly strikes in another.[...]
[...]Using a stun rod wouldn't be like punching to do damage. Some might argue it'd just be easier in general, but you'd have to make sure you got as close to the skin as possible (inverse square law), making sure the weapon was pointed straight. I'd argue the skills were as different as having rifle and pistol skills. |
Using stunrod is similar to stabing with knife but it doesn't cut opponent so "armed fight skill" should grow but twice slower. We need new skill - Stunning. It'll be for stunning without making (much) harm to opponent. I think it'll require modification for "unarmed combat menu" like adding switch "lethal/stun hit". _________________ Genuine Lifelike Individual
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Iltsuger Veteran
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Posted: November 16th, 2009 Post subject: Re: Melee combat training |
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GLI, if CK suggests it in the very same post, I figure it's not out of bounds. Boarding ships isn't Wing Commander, neither is ground combat, but we have it and many of us love it.
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GLI Ace
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Posted: November 16th, 2009 Post subject: Re: Melee combat training |
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| Iltsuger wrote: | | GLI, if CK suggests it in the very same post, I figure it's not out of bounds. Boarding ships isn't Wing Commander, neither is ground combat, but we have it and many of us love it. |
I saw A* few months before but I'm playing since v0.6.0.3 when boarding was added. Since then the game is REALLY interesting. I want many new options/feature/fun but strictly connected to Privateer-like game (open-ended space-sim with ELEMENTS of cRPG)... and well balanced between "good & evil". _________________ Genuine Lifelike Individual
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Christian Knudsen Administrator
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Posted: November 16th, 2009 Post subject: Re: Melee combat training |
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Another way to implement melee training without it feeling like training or grinding is to have ground combat missions from the Mercenaries' Guild. That would also mean that the missions and the targets' skill levels would be able to increase while your Guild rating increases, so there'd be an automatic leveling up (instead of the somewhat artificial difficulty leveling of a roguelike dungeon where the enemies' level increase the deeper you go).
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GLI Ace
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Posted: November 17th, 2009 Post subject: Re: Melee combat training |
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| Christian Knudsen wrote: | | Another way to implement melee training without it feeling like training or grinding is to have ground combat missions from the Mercenaries' Guild. That would also mean that the missions and the targets' skill levels would be able to increase while your Guild rating increases, so there'd be an automatic leveling up (instead of the somewhat artificial difficulty leveling of a roguelike dungeon where the enemies' level increase the deeper you go). |
Mercenary Guild's rating should be based on mission's types, e.g. points for: scout - 1, scout with enemies - 2, escort - 4, bounty-to-kill - 3, bounty-to-catch - 4, attack/defend - 3 or 4 (depends on number and type of enemy), destroy-capital - 6 (Pegasus) or 8 (Nexus) or 10 (Kamekh).
To prevent grinding Guild should require to accomplish certain amount of different types of missions (e.g. Elite status for successful "destroy capital ship" missions). Automatic leveling up for opponents is good idea but not for all of them - experienced player will often met "experienced" enemy but rookies too.
The same for Merchants Guild - they'll prefer merchants with bigger ships (no grinding with fast courier like Centurion) and making different type of missions (not only "transport").
Is still there a limit for "cargo mission" or can we stuff at once Drayman's cargo hold? Oh, yes! Value and amount of cargo for "cargo missions" should depend on Guild's rating - higher rating causes bigger cargo.
BTW Economic system in A*... well, it sucks! Raw ore (like iron, tungsten etc.) should be always cheaper at mining base than at refinery regardless of its amount. And vice versa - raw ore at refineries always will be expensive. The same for highly processed goods at refineries and food or natural resources at agricultural bases.
Fixers. There should be two types of fixers: with legal work (find, rescue, transport) and other with illegal jobs (smuggle, kill). Gaining reputations with one will lose for another ("Get lost goody-boy!") and vice versa ("You're villain! Go away!"). Why legal work from fixers? Well, Guilds want money for "middleman work" and some (poor) people can't afford their prices or want it unofficial.
Transporting people. To make such missions more interesting there should be possibility to get person that will emerge to be pirate or terrorist (Retro) and we'll be forced to fight with them. _________________ Genuine Lifelike Individual
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Christian Knudsen Administrator
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Posted: November 17th, 2009 Post subject: Re: Melee combat training |
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Please try to keep your posts on topic. None of what you wrote seems to have anything to do with melee combat training.
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GLI Ace
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Posted: November 17th, 2009 Post subject: Re: Melee combat training |
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| Christian Knudsen wrote: | | Please try to keep your posts on topic. None of what you wrote seems to have anything to do with melee combat training. |
Sorry! I started with "Guild's ratings" but then... Please move it to the Random Collection of Features or to a new topic. _________________ Genuine Lifelike Individual
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Matt_S Experienced
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Posted: November 17th, 2009 Post subject: Re: Melee combat training |
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| Christian Knudsen wrote: | | Another way to implement melee training without it feeling like training or grinding is to have ground combat missions from the Mercenaries' Guild. That would also mean that the missions and the targets' skill levels would be able to increase while your Guild rating increases, so there'd be an automatic leveling up (instead of the somewhat artificial difficulty leveling of a roguelike dungeon where the enemies' level increase the deeper you go). | That seems kind of flawed. If they are really awesome pilots, they can't get an easy ground fight even if they've never done any personal combat, and vice versa. I suppose you could give them two separate ranks, but that would be awkward. _________________ "So I went to the librarian in the biology section and asked her if she could find me a map of the cat."
- Richard Feynman
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GLI Ace
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Posted: November 17th, 2009 Post subject: Re: Melee combat training |
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| Matt_S wrote: | | Christian Knudsen wrote: | | Another way to implement melee training without it feeling like training or grinding is to have ground combat missions from the Mercenaries' Guild. That would also mean that the missions and the targets' skill levels would be able to increase while your Guild rating increases, so there'd be an automatic leveling up (instead of the somewhat artificial difficulty leveling of a roguelike dungeon where the enemies' level increase the deeper you go). | That seems kind of flawed. If they are really awesome pilots, they can't get an easy ground fight even if they've never done any personal combat, and vice versa. I suppose you could give them two separate ranks, but that would be awkward. |
Maybe Mercenaries' Guild should offer "ground" missions after we gain specified skill level for "unarmed/armed fight" and/or "gun/rifle shooting"? Guild care about money and want successful missions only. Where and when get experience? E.g. during boarding (if "dojo" and "shooting range" are not an options). _________________ Genuine Lifelike Individual
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Cthulhu Ace
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Posted: November 17th, 2009 Post subject: Re: Melee combat training |
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| GLI wrote: | Those side mini-quests should be offered by "fixers" only (maybe by rescued merchants etc.).
Guilds should offer different missions depends on base, planet or at least system. They have their local problems and guild just helps to find proper "helper". Well, at least most missions should be "local". |
But the guild is a galactic network, so you should see all jobs offered in the human-controlled sectors. The fixer-missions should be more of a local character.
| GLI wrote: |
Oh, yes! Value and amount of cargo for "cargo missions" should depend on Guild's rating - higher rating causes bigger cargo. |
As it is now is good. Amount of cargo depends on your ship, and value of cargo on your ranking.
| GLI wrote: |
Fixers. There should be two types of fixers: with legal work (find, rescue, transport) and other with illegal jobs (smuggle, kill). Gaining reputations with one will lose for another ("Get lost goody-boy!") and vice versa ("You're villain! Go away!"). Why legal work from fixers? Well, Guilds want money for "middleman work" and some (poor) people can't afford their prices or want it unofficial |
No, don't like this idea, again, as it it now is good. The fixers can't offer you kill-missions right off, since they can't trust you, before you've proven your worth. If you start working for the mob, your first mission will be "bring this to him"-stuff, and it's not like Tony Soprano gets pissed because Carmella doesn't shoplift all their food. The purpose of the mob/fixers/organized crime is not to be "criminal" but rather to make money.
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GLI Ace
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Posted: November 17th, 2009 Post subject: Re: Melee combat training |
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| Cthulhu wrote: | | GLI wrote: | Those side mini-quests should be offered by "fixers" only (maybe by rescued merchants etc.).
Guilds should offer different missions depends on base, planet or at least system. They have their local problems and guild just helps to find proper "helper". Well, at least most missions should be "local". |
But the guild is a galactic network, so you should see all jobs offered in the human-controlled sectors. The fixer-missions should be more of a local character. |
Guilds have galactic network of branch offices. They're middlemen so there should be more local work (but not only because it's "network").
| Cthulhu wrote: | | GLI wrote: |
Oh, yes! Value and amount of cargo for "cargo missions" should depend on Guild's rating - higher rating causes bigger cargo. |
As it is now is good. Amount of cargo depends on your ship, and value of cargo on your ranking. |
Who will send newbie with cargo of 2000 medical equipment? Oh, yes! This "economic system" is doggerel and we must buy cargo for "transport missions".
| Cthulhu wrote: | | GLI wrote: |
Fixers. There should be two types of fixers: with legal work (find, rescue, transport) and other with illegal jobs (smuggle, kill). Gaining reputations with one will lose for another ("Get lost goody-boy!") and vice versa ("You're villain! Go away!"). Why legal work from fixers? Well, Guilds want money for "middleman work" and some (poor) people can't afford their prices or want it unofficial |
No, don't like this idea, again, as it it now is good. The fixers can't offer you kill-missions right off, since they can't trust you, before you've proven your worth. If you start working for the mob, your first mission will be "bring this to him"-stuff, and it's not like Tony Soprano gets pissed because Carmella doesn't shoplift all their food. The purpose of the mob/fixers/organized crime is not to be "criminal" but rather to make money. |
Think twice before you'll give assassinate mission to person who was experienced with rescue missions only...  _________________ Genuine Lifelike Individual
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Lancer Experienced
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Posted: December 13th, 2009 Post subject: Re: Melee combat training |
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I found the shooting range really useful... spent a long time there to improve my chances when faced with a live enemy in my ship, but the melee hand to hand stuff - at this level early its far too frustrating to bother with. I just can't hit the enemy with my fists. I've tried the spray and it also misses... every time.
My current method of winning hand to hand combat:
- Save the game just on landing
- Try hand to hand combat. Die (again) or just quit the game.
- Load in the game afresh
- This time, use guns.
Something needs to be done to "level up" beginners for melees for sure.
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Flyboy Veteran
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Posted: December 13th, 2009 Post subject: Re: Melee combat training |
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Maybe we could buy training dummies at the equipment shop.
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GLI Ace
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Posted: December 13th, 2009 Post subject: Re: Melee combat training |
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| Lancer wrote: | | I found the shooting range really useful... spent a long time there to improve my chances when faced with a live enemy in my ship,[...] |
CK was right, current "Shooting Range allows grinding but I think that removing it from A* isn't good idea. Leveling-up should be limited (max 30%) and payable (higher level = more money to spend).
| Lancer wrote: | [...] but the melee hand to hand stuff - at this level early its far too frustrating to bother with. I just can't hit the enemy with my fists. I've tried the spray and it also misses... every time.
My current method of winning hand to hand combat:
- Save the game just on landing
- Try hand to hand combat. Die (again) or just quit the game.
- Load in the game afresh
- This time, use guns.
Something needs to be done to "level up" beginners for melees for sure. |
Since CK made "knocks weapon away" option melee combat is much easier but it's still tough for beginners.
Hints:
- save the game every time you can,
- don't take more than one opponent at time,
- beginners don't fight with Kilrathi without grenades(!),
- look at opponent, if he/she has knife then shoot him/her as fast as you can (first try to shoot at hand with knife if helmet is set up),
- if gun/rifle was knocked away then you can try melee combat.
| Flyboy wrote: | | Maybe we could buy training dummies at the equipment shop. |
I mentioned it before: we need "dojo" for melee combat training (unarmed and armed fighting). Maybe "New Shaolin Temple" at New Beijing planet...
It should work like "new" shooting range - max 30% for leveling-up and we must pay money for training. _________________ Genuine Lifelike Individual
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