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Make Combat More Interactive

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MorbiusMonster
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Make Combat More Interactive - Page 6 Empty Make Combat More Interactive

Post by The Empty Lord Mon Apr 04, 2011 11:03 am

First topic message reminder :

Augments and Interactive Combat

Make Combat More Interactive - Page 6 Oldima10

Credit: 3mptylord and Slayer10090
Partial: Dark Avorian and Blaze FF8

For the most part this idea only effects Ranged and Melee combat, and this will be difficult to amend so long as Magic is predominantly weaponless (or rather, without class-specific weapons). Ideas of mine such as Conjuring and Firearms would provide Magic the equipment it requires to truly utilise this idea; but wands and—to some extent—staffs will also allow it.

This update doesn't require that players interact more than they already do. In a nutshell, the entirety of the current Combat Styles panel can be found in the top and bottom line of the revised panel: the weapon name, combat level, attack styles (accessed via right click) and auto-retaliate. The special attack is the only feature to have changed (see on).

All weapons would be given a single "default" attack, likely one it's current combat styles (it's experience type can be changed via right-click). In addition, all weapons would be given the following;
• Between two and three perks (aka "abilities", "alternate attacks" or simply "attacks").
• A circle augment slot.
• Between zero and two specialized augments slots.

A modification to the interface to accommodate shield slots:
Perks have effects, the simplest of which being an instant attack. Each perk has a cool down which takes effect when the weapon is first equip, as well as between attacks. An attack that is in cool down will be coloured red, which will slowly drain to illustrate the time left (this could also feature a number in seconds over the top)(the transition of the drain could either be a top-to-bottom drain, or a countdown/clockstyle). In case you didn't catch that, newly equip weapons won't have any available perks instantly (unless they have no cool-down) - thus, switching weapons will not bypass cool downs.

Augments too have effects, and come in two varieties: active and passive. Active effects come into effect when the icon is clicked (can be both one-off and duration based); whilst passive effects are always in effect whilst the augment is in use. "Active" effects have cool downs just like perks, and just like perks these cool downs will come into effect when the weapon is first equip (an active cool down will not effect any passive effects).

Regarding my comment at the top, the lack of special attack bar is the only part of this suggestion which impacts the current combat system (as all other features are optional). Special attacks will appear as active effects on augments (unless their effects are changed as part of the update, I reckon Excalibur's Sanctuary should have an area-of-effect passive too); removing the special attack bar. Players who use a single weapon will likely find this update beneficial, as they can use attacks more frequently; whilst players who weapon-hop will find this detrimental, as there is no global control for special attacks (and switching weapons will in fact reset any active cool downs).

Augment information:

Description of the image:

An altercation:


Boosts and Curses

I'm going for the overkill now...

Make Combat More Interactive - Page 6 Intera15

An alternative with 6 affliction slots:
Affliction slots display those effects provided by consumables/allies or inflicted by enemies, rather than passive effects provided by your own equipment (such as augments and prayers).

Whilst I've jokingly used the little warrior icon to display a message, that icon could bring up a full list of personal effects (such as the Slayer Mask, etc.).
...like this!:
These slots only display duration-based effects (anything which lasts for longer than the instant it was used). This will either be indefinite (so long as whatever's causing it is around) or a timer. In practical terms, the only things that aren't displayed here are boosts like Vengeance and Cure Other/Group, which activate instantly, and Blood spells, which have no lasting effect. Something such as Cure Other could have a resulting effect, "Recently Cured", which grants temporary immunity from poison (which I think potions currently do, but I'm not sure about cure spells).

A player cannot be affected by any more than there are slots available - so a player that is poisoned and diseased cannot be further afflicted. You can ignore/remove boosts by right-clicking on them, however, curses cannot be removed without appropriate action (such as an anti-poison potion). In the event that you have no available slots and someone tries to use something, there are instances where your current effects might be temporarily (or permanently) replaced. For example, temporary boosts will take precedence over passive boosts (as you'll get the passive back when it's done). This isn't normally the case for curses, as getting poisoned might be considered a safe-guard to more powerful area-of-effect curses (which wouldn't be fair).

To make things easier, most effects would be given some sort of priority rating. Also, like-effects (such as poison and specific skill boosts) would replace weaker effects. Effects such as those aforementioned generally won't stack, but this would (again) be case-by-case.


Last edited by 3mptylord on Sat Apr 09, 2011 8:09 am; edited 32 times in total
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Make Combat More Interactive - Page 6 Empty Re: Make Combat More Interactive

Post by The Empty Lord Fri Jul 01, 2011 8:44 am

Proc is an effect that activates itself when certain conditions are met. An example of one already in-game: "When the player takes more than 200 damage, X% of the excess is reduced". X being the damage absorption stats.

Which I suppose could be our solution to having weapon-detection. Smile

Also, I meant League of Legends combat style. There is no accuracy in League of Legends... the only luck are procs (special effects), dodge and critical. Basic offence and defence is consistent and predictable.

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Post by Slayer Noir Tue Nov 01, 2011 3:48 am

Apparently, there was a lot of talk at RuneFest about introducing a system very very similar to this... And that's not suggestions, that's JaGex plans.
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Post by Handeath Tue Nov 01, 2011 3:56 am

YES!
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Post by Dragon78114 Fri Nov 04, 2011 5:02 pm

well... let's just hope this might actually happen
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Post by Blaze FF8 Mon Nov 07, 2011 6:12 am

That feeling when you know you liked this idea - you know it was something creative and effective, yet you've forgotten so much, and it's a hell of a thread to wade through. Sad
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Post by The Empty Lord Mon Nov 07, 2011 6:14 am

Haha, the majority of this thread was summarized in that flash thing I made. Wink

Also, is there any information on the update? If it's something to be proud of, then we're taking credit, else we pretend we never said anything... Tongue
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Post by Blaze FF8 Mon Nov 07, 2011 6:17 am

Oh, goody, I'll have a look at that, then. Smile
Something else I've forgotten: what was it I contributed again? I'm credited on the first post.

By the way, nice to see you again, 3mpty. Tongue
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Post by Slayer Noir Mon Nov 07, 2011 6:23 am

Do you think JaGex developers actually check this site? Can we honestly claim credit for this if they don't??
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Post by The Empty Lord Mon Nov 07, 2011 6:34 am

It's on DeviantART (in a handful of the RuneScape groups) and was posted on the RSF for a while. Tongue
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