Sparring

Started by Sephiroto, June 07, 2008, 01:55:45 PM

Since no one is saying how to do these things, I figure I might as well.


-Firstly, 'Mercy on'.
1: Using a weapon you aren't trained with.
2: Using a weapon in an off hand.
3: Weighing yourself down
4: Using no weapons/shield in primary hand.
5:Any combination these.

-Try not to bash too often. Disarm and kick are alright, though health should be monitored.

There anything else I'm missing?

June 13, 2008, 04:51:20 PM #26 Last Edit: June 13, 2008, 04:57:13 PM by Is Friday
Find out IC.

edit: They're sort of logical.

Think: How would you hinder yourself in the same RL situation?
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

Yeh, sorta why nobody mentioned them...
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Sparring gives people an insight to what real combat would be like.  By capping damage, you would be taking away this insight.  If there would be any coded difference between a sparring weapon and a really crappy normal weapon, it should be, imho, something that changes the relative weightings of where you hit, decreasing the chance that you hit someone in the head.  Head shots in sparring can kill, at least in rl, outright.

Otherwise, I quite like how sparring works.
Evolution ends when stupidity is no longer fatal."

That's sorta a good idea - the better you become, the fewer neck and head shots you should land in sparring. A simple check for a sparring weapon from the combat code could accomplish this.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Quote from: The7DeadlyVenomz on June 16, 2008, 12:01:25 PM
That's sorta a good idea - the better you become, the fewer neck and head shots you should land in sparring. A simple check for a sparring weapon from the combat code could accomplish this.
This could work in conjunction with the mercy code. Mercy off, ignore your ability to hit the head/neck. Mercy on, the opposite effect is tried for.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

Yuppers - I like it.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Quote from: The7DeadlyVenomz on June 16, 2008, 12:21:01 PM
Yuppers - I like it.

So long as when you -could've- easily landed a head or neck shot but struck somewhere safer instead the code tells you that you did so. It does help for one to gauge their comparative skill while sparring just like one would be able to in RL.
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

Some of us use mercy in actual combat because we don't want our opponent to immediately die.

That doesn't mean we don't want them to get injured/go unconscious as fast as humanly possible.

Quote from: Only He Stands There on June 16, 2008, 02:51:32 PM
Some of us use mercy in actual combat because we don't want our opponent to immediately die.

That doesn't mean we don't want them to get injured/go unconscious as fast as humanly possible.

This is what I mean. In the game, you spar with your best weapons at the start, but you still go out to 'kill' or do as much damage to the other person as possible, unrealistic as they are your comrades.
A horde of Inix turn and stampede straight at you....KRATH!

And what I'm saying is that, when playing a complete combat beast of a PC, I usually have mercy on when I'm raiding/protecting my turf/mugging people. I don't want to kill them - at least not straight off, as I like to let them roleplay a little before they get whomped - but that doesn't mean I want them able to survive 30 rounds of combat because I'm not hitting him in his vitals. I want him on the ground as soon as humanly possible.

The problem is, though, if it works like this:

QuoteMercy off, ignore your ability to hit the head/neck. Mercy on, the opposite effect is tried for.

You will not be able to appropriately attack someone that you only want to disable or knock out (mercy on in a real fight).
Quote from: Wish

Don't think you're having all the fun...
You know me, I hate everyone!

Wish there was something real!
Wish there was something true!
Wish there was something real,
in this world full of YOU!


Maybe a "spar" command that acts like mercy except with the added above suggestions and keep our mercy command as is.
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

Of course, in 2.Arm, I hope to see the combat rounds slowed at least a bit, and called shots introduced...

Thus, in sparring you would be able to do a called shot to the "torso" or "body" every round and not just beat the living shit out of your runners...  Of course, if you wanted to teach someone a lesson, there would be options. ;)
Quote from: Wish

Don't think you're having all the fun...
You know me, I hate everyone!

Wish there was something real!
Wish there was something true!
Wish there was something real,
in this world full of YOU!

Nosave sparring
Evolution ends when stupidity is no longer fatal."

Here's an idea.

Make different types of fighting..... Like there could be "Evasive" where the attacker or attackee tries to do nothing but keep his distance and dodge and parry and block and maybe throw out a couple hits every few rounds. "Balanced" where it's a mix of attacking and dodging and all. "Offensive" where it's balls-to-the-wall attacking. Maybe even a few more, I dunno. Add something to those like "Offensive spar" "Evasive spar" etc., etc. To where any and all attacks aren't directed at vital areas.