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Old 10-05-2005, 04:43 PM   #14
JrKASperov
Fzoul Chembryl
 

Join Date: July 16, 2003
Location: Wa\'eni\'n
Age: 39
Posts: 1,701
Quote:
Originally posted by Sever:
What do i think would be better? Keep the old "die roll" system and have more animations that better portray what the dice says is happening. (This is NOT beyond current technology; Virtua Fighter 2 anyone?) If the stat roll says the enemy blocked your attack with shield/weapon/armour/fist, then the animation should portray that. If it's a glancing blow, then it should show that too. If, at any time, the sword passes straight through the enemy (as it did every single swing in MW) then neither half of that enemy should get up. There should be damage mapping on the models to calculate blows to different parts of the body which should also be represented in animation; Limbs should be severed from the point of contact and skulls should be crushed and maidens should...
This is what Oblivion resembles though.

Oblivion mimics the 'your stats didnt make it' by administering rediculously low amounts of damage. I personally expect this will be the case anyway. Damage is still totally dependant on stats. And I like the idea that I get to be the controller of the weapons, not the dice. That makes me as an rper feel more like 'I'm the Drizzt'. for lack of a better word.

Ofcourse, like you bring up, this system can't allow for localized damage. Everybody would go for the head, if it isn't based on stats but on your skill. Get good enough and lob heads off everywhere. Your system would work, because where you hit can be a randomized thing, or lower chances to hit can be implemented.

Of the two systems, I personally prefer 'to be the Drizzt'. It allows for more immersion, while not dumbing down stats and dice rolls.
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