• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Combat System Suggestion

Status
Not open for further replies.
Level 6
Joined
Mar 25, 2005
Messages
304
Ok, I'm making a campaign called Rakaeon: The Lost Age.(There is a forum called Blue's Campaign RPG offical "Developers Forum" check it out if you want.) And as we are going to begin triggering, I realize that the regular Warcraft III combat system can get really boring. Left click it, and it continues the attack. For archers and ranged combatantants, I'm going to have it so they have to aim to fire, using a custom modified version of shockwave. What should I do for melee combat? I thought about maybe altering bladestorm so that is ur attack, with quick cool down, but then ur swinging ur weapon 360 degrees, and many characters do not have the bladestorm animation. Any suggestion would be appreciated. Thx
-Blue
 
Level 6
Joined
Mar 8, 2005
Messages
235
You could make different attack abilities, which also gives extra effects! Example : Use Stormbolt set range to melee and change the animation from spell, to attack so you can remove the normal attack from the unit and instead give them the ability...just a idea ^^

So maybe you could have different forms of attack, like an offensive style and a more defense-like attack which increase/decrease your armor for example...
 
Level 7
Joined
Jul 30, 2004
Messages
451
trigger dummy spells to slice in the direction that ur guy is facing, and trigger a block dummy spell to reduce damage taken if its done right as a blow is landing
how about that for a start, and its easy to do too, theres a bonus
 
Level 6
Joined
Mar 25, 2005
Messages
304
I think I'll have two systems for combatting: Advanced Combat System and regular system. Regular system will be a modified version of stormbolt reduced to a melee range, which means you have to target the enemy to attack. Advanced Combat System will be the dummy system, faving to face the way, miss system, backstab, and a counter attack system. Counter attack would be if you can attack while the other unit is starting its attack, then you get the bonus damage. If you are late though, and you've already recieved the damage, your counter attack will do nothing and you will be in a "stun" mode for about a sec. Miss system will be when you swing without facing the enemy. Backstab is when you attack an enemy from the rear, resulting in 2~3 times the normal damage. (Often will be used by rogues and assassins, especially since assasins will have a small blink like skill.) For the units with shield, such as human warrior and elven knight, you can activate your shield to block an attack, but the shield will deactivate quickly. (You cannot have a shield activated whole time.)
More Ideas are welcomed. Thx
-Blue
 
Level 6
Joined
Mar 25, 2005
Messages
304
What about having the combat system like a final fantasy game. I was just playing heroes RPG. We can pause all other units except the two in fight, then have a turn based fight. Tell me what you think of that.
 
Level 6
Joined
Mar 25, 2005
Messages
304
It is a good combat system to be a turn base, but I don't think the RPG im making is suitable for turn based battle system.
-Blue
 
Status
Not open for further replies.
Top