[crossfire] Attacktypes
Mark Wedel
mwedel at sonic.net
Thu May 20 01:26:06 CDT 2010
I was thinking over attacktypes some, and while I do not have any plans to
work on this, thought I'd at least record these thoughts before I forget :)
The general basis here is to make attacktypes that are somewhat balanced, that
will be used by both players and monsters, that are used somewhat frequently (an
attacktype that only 2 monsters use isn't all that interesting) and are not
really annoying. Some was to also clean up some of the attacktypes.
I'm only going to include attacktypes which I think need changing.
Confusion: Problem with this attacktype is that you don't want to use it on
monsters, because it makes them move in random ways, making them _harder_ to
kill. If a player gets hit with it, same thing happens, but player can
generally eliminate the effects with spell, scroll or potion. My thought for
this one is to change it so that confused creatures can not do actions that
require thought, eg, cast spells, use scrolls (and maybe wands) - this makes it
less powerful than now, but does make this a bit of a counter for mages.
Fear: Not as bad as confusion, but it makes monsters run away, which makes them
harder to chase down and kill. As a player, fairly annoying in that it takes
the control of the character away from the player (character will move for X
time running away). Thought here is to change it so recipient suffers AC/WC
penalties (eg, easier to hit feared creature, and harder for feared creature to
hit you). This is sort of the counter for fighters, so something that does fear
+ confusion would counter most classes.
Paralyzation: Problem is if characters get affected, they just have to hope they
survive - there is nothing they can do until it runs out. The result of this is
that most characters will have a immunity to paralyzation item, which sort of
makes this attacktype meaningless. I don't have a good solution hear, but given
how little this is used, it could probably just get removed all together.
Drain: Like paralyzation, more annoying - once you are hit and lose exp, other
than killing stuff, no way to get it back, so once again, most characters just
get some immunity item. Players having drain attacks are not that useful,
because the character will get the exp if they kill the creature - only real use
is against other players. Thought here is to perhaps merge it/replace it with
life stealing, so that drain also drains sp and grace. This makes it a fairly
nasty attack if you are losing hp/sp/grace while fighting a creature, but not so
nasty that immunity items need to exist.
Poison: While good now, this could be extended in many ways. AD&Dv3 made an
interesting change in that most poisons don't do hp damage, but instead damage
stats for a while. So in crossfire, one could have poisons that drain con by 5
points until cured, or drain pow by 10 points, etc. Makes poisons fairly nasty,
and fact that there are multiple poisons makes things more interesting. I think
one way to do this is that items with a poison attacktype also have an inventory
of the poison they do. This then means that for characters, you could have
bottles of poison about you could apply to your sword (sword gets additional
poison attacktype, and poison effect is moved from bottle inventory to sword
inventory) - when you hit, the code finds the poison in the inventory of the
sword, and removes it, and there is some mechanism which says how many
doses/what chance of poison wearing off the blade is.
Ghosthit: Should be removed, replaced by revised drain/life stealing, and a flag
added to note creature only survives some number of hits.
Turn undead: Should perhaps get renamed since I think this operates on the gods
enemies, and not just undead.
Depletion: no real problems, just not anything all that terrible either. You
may fight some creatures that has it, realize a few stats are depleted and go
get a potion of life. Probably more interesting to replace creatures that use
this with life stealing/revised dragin.
Death: Generally not useful, should probably get removed (not used many places)
- the all or nothing death approach just doesn't work very well in a game like
crossfire.
Chaos: Not really an attacktype - this is just a special attacktype which then
hits with a random elemental attacktype.
Cancellation - maybe gets removed - this non hp damaging attacktype just removes
+magic from items, but is not used much.
counterspell: another one that does no damage, and probably should not be an
attacktype- IIRC what this is really used for is that if a spell hits a space
with this attacktype, the spell doesn't go any further. Than in itself is a
neat feature, but using an attacktype probably is not the right approach.
Blind: with fog of war, I'm not sure how relevant this really is, plus it seems
to be used in very few places/monsters.
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