Armageddon General Discussion Board

General => Code Discussion => Topic started by: Morrolan on February 03, 2009, 10:11:00 PM

Title: Expanding the brawl code
Post by: Morrolan on February 03, 2009, 10:11:00 PM
I was sitting in the Gaj, watching a bar brawl, and I thought, wouldn't it be cool if the different classes had different fighting styles as exemplified by the brawl emotes?  If we combned that with which of the three combat forms the character is best at(two handed, dual wield, shield use), we could have a very dynamic system.

It's just because I'd like to see sneakies fighting sneaky, warriors smashing up the place, and rangers, dodging, weaving, and stalking their opponents.

Morrolan
Title: Re: Expanding the brawl code
Post by: Qzzrbl on February 03, 2009, 10:24:35 PM
And merchants imitate a bag of sand?

o:
Title: Re: Expanding the brawl code
Post by: Delstro on February 03, 2009, 10:26:59 PM
I would not like to see this set by your guild. That would make guild sniffing un avoidable. I, however, would like to see it be toggeable by the player.
Title: Re: Expanding the brawl code
Post by: SMuz on February 03, 2009, 10:29:12 PM
No, not by guild. But it seems a bit.. dull. Something should be done to perk it up.

How about a skill check to determine which attack the character does and defense, as well as how successful it is?
E.g.. attack:
Kicking and bashing should definitely be applied
Bludgeoning skill is applied ("You pick up a chair and swing it at ~person")
Piercing is applied ("You jab a bottle at ~person")
Two-handed, maybe.. ("You pick up a large stool and bring it down on ~person")
Backstab.. maybe in a sense ("You jab a palm at the person's throat/solar plexus")

Defense...
Dodge is applied as normal
Parry skill is applied ("You catch his fist")
Shield use is applied to characters who pick up a thing and use it to block ("You lift a table/large clay plate and block the blow")
Disarm maybe, as a counter to any weapon-style attack.

Not sure about the others. Slashing and chopping seem pretty.. fatal. So is poison. Can't imagine how two-weapon would work in a mostly unarmed brawl.
Title: Re: Expanding the brawl code
Post by: Semper on February 03, 2009, 11:13:38 PM
That's what emoting is for... But I see the point.

[added] The idea is nice, but it's a bit of work that's required. What about a more simple way for brawl code usage?
Title: Re: Expanding the brawl code
Post by: Synthesis on February 04, 2009, 01:11:40 AM
Quote from: Qzzrbl on February 03, 2009, 10:24:35 PM
And merchants imitate a bag of sand?

o:

No, merchants would whip out their coinpurses and bludgeon their opponent to death.

Hehe, double entendre.
Title: Re: Expanding the brawl code
Post by: FantasyWriter on February 04, 2009, 06:08:55 AM
I wish brawling didn't instigate combat.
That way, you could emote it out lick for lick (still using the 'hit' command every time) and make things more interesting.
Title: Re: Expanding the brawl code
Post by: Ampere on February 04, 2009, 06:45:33 AM
Quote from: FantasyWriter on February 04, 2009, 06:08:55 AM
I wish brawling didn't instigate combat.
That way, you could emote it out lick for lick (still using the 'hit' command every time) and make things more interesting.

Um, you've been doing it wrong. Type 'hit brawltest', if it gives you the green light, be assured that 'hit'ting another won't initiate combat.
Title: Re: Expanding the brawl code
Post by: FantasyWriter on February 04, 2009, 08:57:51 AM
Quote from: Ampere on February 04, 2009, 06:45:33 AM
Quote from: FantasyWriter on February 04, 2009, 06:08:55 AM
I wish brawling didn't instigate combat.
That way, you could emote it out lick for lick (still using the 'hit' command every time) and make things more interesting.

Um, you've been doing it wrong. Type 'hit brawltest', if it gives you the green light, be assured that 'hit'ting another won't initiate combat.

Ah, my bad, I haven't used it on over a year. :(
Title: Re: Expanding the brawl code
Post by: Majikal on February 04, 2009, 09:12:23 AM
I'd be amazingly  happy if the thrown cup of ale was EXTREMELY rare or removed all together. /small derail


Title: Re: Expanding the brawl code
Post by: SMuz on February 04, 2009, 09:37:06 AM
Quote from: FantasyWriter on February 04, 2009, 06:08:55 AM
I wish brawling didn't instigate combat.
That way, you could emote it out lick for lick (still using the 'hit' command every time) and make things more interesting.
Lol, it would be amusing if you typed 'kill' instead of 'hit'. But yeah, I remember the old brawl code. That seemed a lot more fun... this one just seemed to be, I dunno, bland. It could just be because the ol' school brawls were big tavern fights with more than 5 people at once.
Title: Re: Expanding the brawl code
Post by: Mood on February 05, 2009, 04:20:43 AM
Quote from: Majikal on February 04, 2009, 09:12:23 AM
I'd be amazingly  happy if the thrown cup of ale was EXTREMELY rare or removed all together. /small derail



Title: Re: Expanding the brawl code
Post by: number13 on February 05, 2009, 05:41:23 AM
Quote from: Majikal on February 04, 2009, 09:12:23 AM
I'd be amazingly  happy if the thrown cup of ale was EXTREMELY rare or removed all together. /small derail

Yes.
Title: Re: Expanding the brawl code
Post by: Wolfsong on February 05, 2009, 07:03:35 AM
Quote from: Mood on February 05, 2009, 04:20:43 AM
Quote from: Majikal on February 04, 2009, 09:12:23 AM
I'd be amazingly  happy if the thrown cup of ale was EXTREMELY rare or removed all together. /small derail

It kinda gets old after you peg someone six times in a row with a cup of ale, yeah. Yeaaah.
Title: Re: Expanding the brawl code
Post by: Qzzrbl on February 05, 2009, 08:43:34 AM
Iusually just emote an action and use "hit" to determine whether my emote hits or not, ignoring its echo completely.

Though I suppose that does make it a little hard for spectators to keep up.
Title: Re: Expanding the brawl code
Post by: Cutthroat on February 05, 2009, 09:22:51 AM
What would be nice: > hit (target) (open-ended emote)

So if you are the short man and you are brawling the tall, muscular man:

> hit muscular (attempts to punch ~muscular in the face)

If it hits:

The short man attempts to punch the tall, muscular man in the face.
The attack connects!


If it misses:

The short man attempts to punch the tall, muscular man in the face.
The attack misses!
Title: Re: Expanding the brawl code
Post by: SMuz on February 05, 2009, 10:25:45 AM
Quote from: Cutthroat on February 05, 2009, 09:22:51 AM
What would be nice: > hit (target) (open-ended emote)

So if you are the short man and you are brawling the tall, muscular man:

> hit muscular (attempts to punch ~muscular in the face)

If it hits:

The short man attempts to punch the tall, muscular man in the face.
The attack connects!


If it misses:

The short man attempts to punch the tall, muscular man in the face.
The attack misses!

Most elegant solution proposed yet. Though, I'd prefer it pre-emote and post-emote ;)

> hit short (pulling ^me head back quickly) [counters with a knee to %short groin]
Pulling his head back quickly, the tall muscular man counters with a knee to the short man's groin.


Title: Re: Expanding the brawl code
Post by: FantasyWriter on February 05, 2009, 02:14:32 PM
Quote from: Cutthroat on February 05, 2009, 09:22:51 AM
What would be nice: > hit (target) (open-ended emote)

So if you are the short man and you are brawling the tall, muscular man:

> hit muscular (attempts to punch ~muscular in the face)

If it hits:

The short man attempts to punch the tall, muscular man in the face.
The attack connects!


If it misses:

The short man attempts to punch the tall, muscular man in the face.
The attack misses!


Hell Yes!!!!
Title: Re: Expanding the brawl code
Post by: Morgenes on February 05, 2009, 02:34:12 PM
I've removed a cut & paste error that was causing the 'mug of ale' echo to show up so often and tweaked the chances of the various echos coming up.
Title: Re: Expanding the brawl code
Post by: FantasyWriter on February 05, 2009, 02:44:20 PM
Quote from: Morgenes on February 05, 2009, 02:34:12 PM
I've removed a cut & paste error that was causing the 'mug of ale' echo to show up so often and tweaked the chances of the various echos coming up.

Thanks! 

Too bad it would too OOC for my PC to get in a bar fight. :D