Fallout-like Combat
Posted: Fri Jul 30, 2004 8:17 am
This is probably way outside of what is currently being worked on, but is there any chance of a fallout-like combat system being added as an option in the game?
One thing that always disappointed me about U7 was the ability to cower from virtually every encounter (U9 was many times worse). Much of the game seems to be spent running from point a to b, hustling past any creature one is not forced to fight. Combat is dull, yet brief, and does not seem to add to the game.
The older Ultimas had a separate combat screen from the main map which was brought up during an encounter. Many older rpgs used this system until games such as fallout started using a combat 'mode'.
When combat is entered, each action takes a certain amount of 'action points' to perform. NPC foes and players take turns attacking, with the more powerful generally dominating via APs. Levels and training increase the amount of APs available to the player (in addition to combat skills, etc), so there is an incentive to care about the players combat statistics. Called shots to specific anatomy locations used more APs, whereas a 'snap shot' is less accurate but far 'cheaper'. Spells have a casting time which decreases as the player increases magic proficiency.
When entering the combat mode a grid appears over the map tiles. Moving the cursor displays the cost to travel to the indicated location. Different terrain has different movement costs, and items such as swamp or magic boots modifies the penalty or grants an AP bonus.
This method of combat would make it easier to control the 'toughness' of the various creatures in Britania. Some creatures would pack a punch, but be too AP restricted to catch you should you run, where others such as the harpies or mungbats (sp) would be weak but extremely hard to flee due to high APs. Some creatures (especially the plot specific ones), would be at such an AP and damage advantage initially that the player would need to postpone attacking them until the his statistics had improved later in the game.
Just an idea, which seems to be a great feature in other games. Not sure how much work it would be, but I think it would really add to the game if it could be pulled off.
One thing that always disappointed me about U7 was the ability to cower from virtually every encounter (U9 was many times worse). Much of the game seems to be spent running from point a to b, hustling past any creature one is not forced to fight. Combat is dull, yet brief, and does not seem to add to the game.
The older Ultimas had a separate combat screen from the main map which was brought up during an encounter. Many older rpgs used this system until games such as fallout started using a combat 'mode'.
When combat is entered, each action takes a certain amount of 'action points' to perform. NPC foes and players take turns attacking, with the more powerful generally dominating via APs. Levels and training increase the amount of APs available to the player (in addition to combat skills, etc), so there is an incentive to care about the players combat statistics. Called shots to specific anatomy locations used more APs, whereas a 'snap shot' is less accurate but far 'cheaper'. Spells have a casting time which decreases as the player increases magic proficiency.
When entering the combat mode a grid appears over the map tiles. Moving the cursor displays the cost to travel to the indicated location. Different terrain has different movement costs, and items such as swamp or magic boots modifies the penalty or grants an AP bonus.
This method of combat would make it easier to control the 'toughness' of the various creatures in Britania. Some creatures would pack a punch, but be too AP restricted to catch you should you run, where others such as the harpies or mungbats (sp) would be weak but extremely hard to flee due to high APs. Some creatures (especially the plot specific ones), would be at such an AP and damage advantage initially that the player would need to postpone attacking them until the his statistics had improved later in the game.
Just an idea, which seems to be a great feature in other games. Not sure how much work it would be, but I think it would really add to the game if it could be pulled off.