Solace MUD Official Forum

Solace Development => Ideas => Topic started by: Crusader on January 03, 2006, 03:05:56 pm



Title: pugil, overhead and so during combat
Post by: Crusader on January 03, 2006, 03:05:56 pm
Ok. A person is fighting a group of enemies. One, Two, Three .. many at once. And when where is a enought enemies surrounding him or her it's hard to make pugil or overhead or some other direct attack  to an enemy who was rescued or defended by other enemies. Simply saying, necromancer order his/her minions to rescue him/her and  5 mummies, dracolich, zombie is enought to prevet a person to reach a necromancer with direct attack. He/she simply will be out of range. It looks silly when you dirk kick a person who is behinde line of poretctors.


Title: Re: pugil, overhead and so during combat
Post by: Quino on January 03, 2006, 06:54:10 pm
The best prudence is to leave realms as they were when we born here.


Title: Re: pugil, overhead and so during combat
Post by: Crusader on January 03, 2006, 07:07:55 pm
Another example then. Wall on wall. Where is will be always primal target and a chance of that person to survive will be much lower. But another person can drag him (rescue) behind line and save from some direct attacks that need check range and number of fighting opponent.


Title: Re: pugil, overhead and so during combat
Post by: Nyrl on January 03, 2006, 09:35:47 pm
Try to write rules which would state if person A can attack person B. Take care - they should be reflexive and they should be 'fair'. Imho, it's close to impossible with current 'room' types.

Btw, consider 'room' as region where each one can touch another.


Title: Re: pugil, overhead and so during combat
Post by: Crusader on January 04, 2006, 02:08:35 am
It's easy. Even person A fight with perosn B all is ok. But If person A fights with B1, B2, B3, and B4 it will be harder to make direct atack on person B5. If B1 is a primal target to A. (In battlepromt) then chance to make a direct attack for A on  B2 may be UMAX(20, 100%/number) of opponents. And if person B5 is not assissting we can say it's behide line and A can't reach it, so just do not allow A strike B5.


Title: Re: pugil, overhead and so during combat
Post by: Quino on January 04, 2006, 05:42:17 am
So, I'll put this onto clear water.

Do you want possibility to forbid warrior to attack you with pugil while he messes up with your set of mummies?


Title: Re: pugil, overhead and so during combat
Post by: Crusader on January 04, 2006, 03:06:13 pm
Yes, I want. Nothing prevent a warrior retreat back and strike again. Wanna be warrior be ready to make moves.


Title: Re: pugil, overhead and so during combat
Post by: shappa on January 04, 2006, 05:06:12 pm
I want necromancers not to be able to quit with mummyes. So when necromancer logins he only has soulbound dracolich and has to collect his new set of mummyes every time he logs in. Wanna be necromancer be ready to make moves.



Title: Re: pugil, overhead and so during combat
Post by: Illiet on January 19, 2006, 01:53:21 am
hehe :) shapa rulez :)


Title: Re: pugil, overhead and so during combat
Post by: ORKAN on January 19, 2006, 11:39:18 am
Hm ... a quick question ... Mine pugil amases the same damage as overhead blow. And overhead misses more. So if someone could explain is overhead gained so much later? And what is the usage anyway?


Title: Re: pugil, overhead and so during combat
Post by: Nuitari on January 19, 2006, 04:37:12 pm
pugil actually does more damage than overhead later, checks damage multipliers, and uses damtype of your weapon (what is essential in Solace).
So right now overhead is obviously useless.

Solace was written by lots of different people over time, endured lots of changes, sometimes radical, so we have lots of legacy stuff lying around  :(  But, we're working on it. (Yes, Raider, crosslice+lunge are to be added soon ;) )


Title: Re: pugil, overhead and so during combat
Post by: Raider on January 19, 2006, 04:52:37 pm
Soon.... more than a month passed :) But i almost dont play, so i dont care much.