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Old 07-04-2009, 05:49 PM   #18
Dinonykos
Symbol of Cyric
 

Join Date: March 20, 2006
Location: Europe
Posts: 1,171
Default Re: The complexity of event-based combat

Quote:
Originally Posted by manikus View Post
In DC we can using the icon swapping technique to change from a player to a ship icon, if one so chooses.
I assumed that PS meant an event-based spaceship battle. However, to use the normal combat is certainly also an option for space battle. I know that there were several Buck Rogers in the style of UA, although I never played one. Did they have space battles in that normal combat style?
BTW, perhaps it is already discussed somewhere, but can the PC pics also be swapped?

Quote:
Originally Posted by manikus View Post
Each encounter has an equal chance of occurring, and the chain starts with a utility event so that it can be turned on/off with a quest.
That means, the first has e.g a chance of 10%, the following of 11, 12, 13, 17, 20, 25% and so on up to 100% for the last encounter? Or how do you make the chance equal?
This is certainly a good approach to give a lot of variability to a level/zone concerning opponents. Anyway (without meaning to deningrate this approach!), I expected something more complex...
I thought with "wandering monster", you meant something like a monster that can indeed be seen (or "felt") wandering, for example via Quest values and changing NPC walls. For example, you could make a monster (visible as an NPC-wall) retreat when the player is strong/doesn't have an item/has not killed a similar monster and attempts to approach, and make it approach/attack when the player is weak or the monster is attracted by an item or wants to revenge a fellow monster.
It would certainly be a lot of effort do do something like that for every monster, but I want do do this for some important/big opponents/monster. (And I just have a kind of Deja Vu. Did I write something like this earlier? Probably... )
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Last edited by Dinonykos; 07-04-2009 at 05:52 PM.
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