[Crossfire-wiki] [Crossfire DokuWiki] page changed: dev_todo:discrete_attack_damage

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Sun Aug 31 07:57:26 CDT 2014


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2014/08/31 07:57
User        : saru
Edit Summary: 

@@ -3,6 +3,6 @@
  ----
- 
+ === various attack types ===
  Right now, if you have a weapon that has attacktype physical & fire, and dam  40, it will do dam 40 of whatever attack works best against the creature.
  
  It is fairly common in most games that extra attacktypes do some extra damage.  Eg, this weapon does 20 physical damage and 10 fire damage.  There isn't any way to do that right now (ok, maybe with scripts  :) , but that isn't really the point here).
  
@@ -13,4 +13,20 @@
  If your using that weapon fighting fire resistant creatures, you'll still do 15 physical, but much less fire.  So I think it would make it less clear what the best weapon to use would be - right now, the more attacktypes a weapon has, the better basically.
  
  
  Comment by  --- //Ryo 2007/04/20 12:56// : checking the code, I think modifying ''server/attack.c:hit_player_attacktype'' to check for discrete values (key/value?) for attacktype could do the trick. Would need to be checked for other side-effects, of course.
+ 
+ === physical damage in combat ===
+ 
+ This is also a problem for making weapons more interesting. At present physical damage behaves like any other damage source, except during melee combat where an AC/WC check is made. This means that all weapons are only considered for the 
+   * making certain weapons clearly better
+   * no particular diversity in weapons, even thought there are many variants of weapons in game.. an axe that does 6 damage at 6 speed is exactly the same as a magnifying glass that does 6 damage at 6 speed.
+   * little progression in items, with all serious improvements beyond dam x speed coming from additional attack_types or other modifiers
+ 
+ It was discussed that physical damage as an attack_type could be split as well into:
+   * crushing weapons (mass weapons)
+   * piercing weapons (sharp weapons)
+   * and both (axes)
+ 
+ These could correspond with different armour types, cloth provides some protection against piercing but nothing against crushing. chain armour provides good protection against piercing but little against crushing. Plate armour provides good protection against both. This would match the current speed limitations in the armour.
+ 
+ This could be further expanded into special attacks such as critical strikes, disabling blows, etc.


IP-Address  : 59.167.121.117
Old Revision: http://wiki.metalforge.net/doku.php/dev_todo:discrete_attack_damage?rev=1177232478
New Revision: http://wiki.metalforge.net/doku.php/dev_todo:discrete_attack_damage

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