Original Post
Hello all,
Ive been thinking for what seems like forever on how to add strategy to a RPG battle. Up until now, strategy in real time RPG combat has consisted of either finding a monster''s weak point (usually elemental) and continuously using the same attack to take advantage of it, or finding the most efficient techniques that are repeated in just about every battle. I dont like either. I do have an idea that Im thinking about incorporating into my mmorpg design. Before I do use it, I would like to get some opinions from other designers. Please tell me what you like and what you dont like about it, not just that you like or dont like it. I want to improve it if need be or if it will not work properly, I may not want to use it at all.
Hapaboy''s new real time RPG combat:
To bring about strategy in combat, a player must be able to determine weak points and use them to his or her advantage. Unlike the usual notion of opponents having a single weak point (e.g. weak against fire). A player should be able to see numerous weak points arise and disappear in the course of a single battle. The problem is that most real time battles occur at too great a speed for a player to quickly ascertain weak points and strike at them. A creature may swing blindly at a fighter, exposing its underbelly, yet, the player will have no time to react to this strategic opportunity. What I am pondering, is a slowed battle system. This will not occur at every battle but will occur in epic battles such as PvP battles in mmorpg or a battle against a mob boss. The player will then be able to strike at diffeent multiple parts of an opponent''s body simply by clicking on the appropriate part either on the enemy itself or a diagram of that enemies'' different parts. Different attacks would have their advantages and disadvantages. Character skills would also have much to do with it. An opponent would swing at you and a check against your dodge skill would be made, if you dodge, you succesfully sidestep your opponent and have a clear shot at his head. If you choose to strike at its head, you gain an attack and dmg bonus. Different type of attacks would create different openings. An opponent could use those oppenings to his or her advantage to do more dmg or could simply continue to fight blindly ignoring strategy. The battle will not be too slow as to make it too easy. Keep in mind, this will only occur on bosses or other players so not every battle is a slow motion slugfest.
Ok thats the jist of it, it will probably become more complicated as it evolves.
Thanks all for replying =)
alohaz
The poetry of silence is what
my parents read to me,
perhaps the greatest verse,
for it does not bias the mind----me =)

