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Old 04-24-2006, 02:31 PM   #149
DonathinFrye
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Join Date: Dec 2005
Name: Donathin Frye
Location: Columbus, OH
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Here is how Utopia does this exact kind of strategical thing. Each class' special "stun" move varies a little in its affect, therefor giving a bit of variety to that particular sect of skills. The combat system's very complicated, but let me attempt to explain one of the more simple concepts with this sort of thing on the MUD.


Valq and KaVir are PKing each other. Valq's "groove bar" has been building everytime he's blocked an attack and is finally full. He performs the groove-special "Critical Halo" which will make his attacks do 2x damage for the next 20 seconds. KaVir has been waiting for this and immediately performs his move "capedrive", which launches Valq high into the air for a set amount of time, rendering him unable to attack.

A strategical counter on Valq's part could've been this. He fills his "groove bar", but instead of immediately using "Critical Halo", he uses a common shield technique called "Lunar Shield", which makes him immune to all non-luna-element based damage for about 40 seconds. To keep Valq from pulling ahead during this time of near invulnerability, KaVir uses "capedrive", launching him into the air. When Valq lands and the fight begins again, he uses "Critical Halo", and follows that up with one of his class' powerful weapontech "long cool down" attacks, dealing 18ish million damage(or something) instead of 9 millionish damage.


Okay, so none of that gave you information to solve your issue with varied classes and stun skills - only background on the basics of the concept on Utopia. What we did was introduce a lot of different status affects all similar to stun in execution. There are stunning attacks that literally stun an opponent, capedrive which launches an opponent into the air(keeping them from attacking), freeze-skills which pulls a Mortal Combat Sub-Zero, Tripping, Time-Freeze, Eclipse, Blind, etc/etc/etc. Each one would execute a bit differently, and each would generally have a cooldown time that differed slightly(2-3 ticks usually).

We then added "defensive skillbuys"(you gained a skillbuy every 4 "pks", but had to alternate spending them on offensive and defensive skills) that would make you immune to these stunning attacks. So let us say that you spent one one the skill "Quick Recovery(or the like)" which makes you immune to the attack "stun". Even being immune to "stun", though, wouldn't make you immune to "capedrive". This system made each class stand out in execution and style, and allowed for more individual player customization.

Also, it would be unlikely that someone would quickly become immune to all forms of stun(or even many) as there were dozens of different classes and other important things to spend skillbuys on as well.

Food for thought, if any of that helps you get an idea of things to try.
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