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More Melee attacks in Avernum


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I have a few Ideas of what could be added as more attacks.

They are simple, and at the same time, useful.

 

ill start with Backstab: When you have your main warrior PC in combat, and they are attacking securely, you can use another PC with reasonable melee ability to sneak in behind and sit behind the target.

 

He will automatically use backstab, but he looses the bonus if he is attacking or attacked.

 

...

 

My next idea is with the pole arm weapons.

In RL we used them over swords because they have a good range in melee to hold ground with.

 

my idea is that when charged, your PC with a pike will get a free attack, and you can melee with some one two tiles away from you without worry of being counter attacked.

 

Another idea I have is Barricade. It acts sort of like the Roman method of locking shields and taking up more of a defensive position. In game play Terms, this means that all ranged attacks like Arrow fire and fire bolt (although it may be volleyed) can not directly hurt party members/Frendly NPCs behind the target, allowing them to fire back with spells and such.

 

I also have an idea for a passive ability, similar to the AP modifications in G4. A Standard PC/NPC has to have five AP to attack, but some on with this ability, when used can attack with as little as even one AP, but is vulnerable to Counter attack. (the above Pole arms, etc) but his damage is doubled for the turn that he charges only.

 

particularly this question is aimed at Jeff, but... what do all of you think so far?

 

(I think I can come up with more)

 

Edit: yes I can come up with more!

 

Volley: When equipped with a bow and sufficient training, you can fire over obstacles in cost for accuracy.

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Jeff generally doesn't read here and never takes suggestions as specific as this, but I'm sure everyone will be happy to render opinions.

 

Backstab is implemented in many games and never particularly satisfactorily. You can't just stab someone in the back because there are two of you. You can outmaneuver, yes, but not actually stab someone from behind. And it requires complicated programming for directions, and... well, it would add a nice tactical fillip, but it's not necessary.

 

Polearms already have balance considerations in Avernum. They take two hands and do much more damage. Giving them free attacks would be going too far. Range would be too, but short range isn't useful very often.

 

Realistically it already shouldn't be possible to shoot through one character into another. You can't make a shield wall with one shield. You can't even make a shield wall with two shields. And you really can't do much with the kinds of individual shields that most Avernites are using. And finally... why? Ranged combat has just gotten good. It doesn't need nerfing!

 

A5's AP system is like Geneforge 4's: you can attack with only 1 AP now.

 

In general, you're suggesting complications that add a little bit and require a lot in the way of programming and balance adjustments. They might be nice, or not, but they're not worth the time and work to get just right. Jeff seems to like only a few things: direct abilities and buffs/debuffs. Complicated situational modifiers and abilities that you can use only depending on circumstances aren't his cup of tea.

 

—Alorael, who instead thinks you should look into battle disciplines. They're nifty little abilities that fighter types can use in combat. They're quite spiffy, especially when you use them to tear your foes into tiny, gory chunks and then spit on their remains. Yes, that is actually one of them. Honest!

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ok... Thank you for your coment first of all...

 

Quote:
Originally written by Randomizer:

I'd comment on battle disciplines, but the last two times that I did to Jeff, he made them harder to get and nerf one.

Second is a Joke that I hope no one will take to heart, its simply light hearted.

 

Q: What dose Blizzard and Jeff have in common?

A: There both evil when it comes to Nerfing.

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