- 4 Talk
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Action
Actions are an instance of interaction between two things. Actions can be categorized into action types. Some actions may rely on other preceding actions, or only be activated under certain conditions.
- Spell effects: Another category of action is spell effects, which are actions caused by spells.
- Physical actions: Physical actions use 3D models based on randomised mathematical algorhithms to change the movement every time, and give the illusion of physics.
- Dialogue actions: Dialogue actions will hopefully take use of randomised algorhithms also, and take clips from a library. Then these various clips will be cut together by different mathematical equations, so as to create coherent, yet lifelike in that they are slightly different every time.
- Political actions: When rules are activated, usually triggering another category of action. (Domino Effect)
A player wrestling another player is one continuous action with 3 or 4 different animation sequences which take stock of the aforementioned algorhithms (Note, only the movements that can be seen will appear any different, the underlying calculations to determine damage do not change), repeated until the action becomes a success or failure, initiating the terminate action animation.
Actions can terminate and start other animation, terminate and loop to beginning, or terminate with a result or effect.
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Physical
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Wrestling
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Actions will be initiated through use of a key or command prompt. These movements will be difficult to execute in a PvP environment given the many variables involved. Mathematical equations in the game engine will determine these events' outcome. However, the player can influence them in different ways.
Simplified Subtypes:
- Subdue -
- Melee Bash
- Weapon Bash
- Shield Bash
- Grapple
- Handcuffing
- Binding
- Blunt Object Bash
- Special Moves
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- Swordplay
- Cut
- Parry
- Block
- Dodge
- Stab
- Crush
- Slash
- Special Moves
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- Brawling
- Punch
- Heavy punch
- Kick
- Headbutt
- Bash
- Tackle
- Block
- Kick
- Context Sensitive Attack
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- Martial Arts
- Punch
- Kick
- Block
- Parry
- Double punch
- Feign punch
- High kick
- Roundhouse kick
- Short kick
- Flying kick
- Somersault kick
- Sweep kick
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- Siege weapon (Context sensitive)
- Activate
- Dismantle
- Break
- Fasten To Cart/Oxen
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- Saving throw
- Tumble
- Roll
- Leap
- Dodge
- Avoid
- Anticipate
- Mounted actions
- Pet mount
- Mount
- Dismount
- Attack on mount
- Jump off mount
- Leap off mount
- Roll off mount
Jumping and aiming
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There are no plans to make this an action game, where each attack is in real time, due to latency, hit detection, and other issues, mainly alienating players who aren't "twitch" gamers.
But... there are certain elements that rely on skill to a point. Jumping, for instance. Climbing, to an extent. And then there's manually manuevering away from an attack.
Asheron's Call had an excellent system of dodging projectiles and attacks, because attacks actually hit the ground rather than home in on their target like a heat seeking missile. This would be excellent for players who want to survive a barrage of arrows and magic spells.
It would also make archers and spellcasters need to use skill to hit things. Thief is a great example of arrow skill used to hit things. You have to use a sense of where the arrow will arc, how much tension to use by holding down the button, and becoming tired by holding down too long and getting shaky.
It would also add more realism to ranged attacks and spells due to not being determined by dice rolls. The random damamge system for ranged attacks usually makes no sense in MMORPGs, a simple hit or miss with damage. A realistic system of having to aim and hurl the projectile creates a natural hit or miss, which the target can actually run out of the way from rather than having a random hit or miss roll against them.
As for melee attacks, it may be possible to back away or sidestep enough distance away to dodge an attack, avoiding the "fifteen feet away and still hitting you" syndrome. But if the entire melee battle is automated, then it would interrupt the process with movement until the player stops.
Unless moving around and auto-attack where intergrated, for running attacks and such, which would be harder to do.
Auto-moves that require no input can include dodging, rolling, ducking, diving, etc. Things that require input include special attacks, combos, strategies, stances, and other things that tend to put the turn based strategy element into combat rather than being a twitchfest.
As for jumps, more complex moves such as manually diving off a cliff, somersaulting, diving on the ground leaping, running leaps, standing leaps, hops, skips, acrobatics, ro toher moves might be possible under the right circumstances, but would take time to implement and have animations.
One way to do different jumps is base the jump on how long the button is held down. A longer jump comes from holding down longer, and a shorter jump is from holding down quickly. This prevents the "bunny hop to escape" syndrome, as it takes more time and lowers stamina with longer jumps.
Skill
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Many actions are disabled until a skill enables them to be used, such as tumbling or grappling.
Use command
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The "use" command allows most items and objects to be interacted with without requiring a specific animation.
Position
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Some animations can be consolidated by having crawling, standing or sitting positions work independently of the action of the arms and torso. Some actions can use a generic hand motion to note interaction.