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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
How far could we go with Tactical Combat?
From first impressions, combat looks like it will have the traditional:
What I would really like to see is another level of dynamic:
For General Combat
- Line of Sight
- Range
- Single Target Attacks
- AOE
- Combination triggers for specials
What I would really like to see is another level of dynamic:
For General Combat
- Cover influence line of sight; ie small barricade/ rocks can used as still be fired over, tall object not
- Terrain height influence range: fire at range from higher terrain, you increase range ie hill, castle wall
- Smoke bombs / Mist spells for cover
- Prone position for concealment / cover in low level vegetation
- NPC placement choice by Clan leaders that purchase NPC for battle
- Barricade placement (hard to distruct)
- Mini Guard tower placement
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Comments
I'm only afraid of how hard this would be to implement, and how stressful would this be on the system to make all the calculations later on, specially in mass PvP battles accounting for all these details.
If this wouldn't cause too much stress on the server / clients and if some of these things wouldn't be to costly to implement, I'm all up for it.
The prone position idea is pretty cool
the smoke idea works pretty well but I would say only a few classes get them.
Terrain height could be tricky depending on the targeting system. From what we have seen it's a tab target system with directional abilities. Without being able to physically look up or down I don't see it working successfully.
Edit:
Sorry I didn't read that properly. The distance change would be awesome and give you reason to move and position strategically.
Elder Scrolls Online had a physics engine that allowed catapults that, by default of their physics, increased range by elevation
Agree that calculating on the fly may increase system calculations.
Also believe, as a generalization to all the current design work, that restricting system capability to a recent computing power limits for a game that will release in a few years time and hopefully be active for a further 5-10 years would be a serious shortfall for game longevity.
WC3 even had accuracy measuring depending on height between units.
(And if you dont know there could be alot of units in wc3)
If its range or accuracy doesnt really matter, both are just simple parameters.
The game was released in 2002.
So as long as our computers can run 17+ year old game mechanics we're generaly good to go...
Actualy my calculator could handle that mechanic in realtime. As its a simple formula like increase range by x for delta (player height, target height). with x beeing some simple convergent function.
@AkaBear
I'd like to see that expanded into reduced dmg income depending on the cover size/type thats close to you and between you and the attacker.
If a enemy shoots a huge fireball at you and you hide behind a small box, youd still get some (lower) dmg. That makes more sense than 'he cant shoot at me because im behind a box that only covers half my body'
Check out https://www.youtube.com/watch?v=X0w97Qdf8L0
The idea of foxhole in ashes siege battles would be truly amazing!
But it would require some fundamental changes like way longer siege durations.
So playing a guard or surprise attacks can be a thing.
And there need to be political interactions between the node leaders to declare war or form alliances (with a small maximal number of allies a node can have).
That couldn't really work on guild level because there would be too many too small factions and too less nodes to attack/defend.
Taking the funding into consideration, maybe they could add something fleshed out in a future expansion?