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Close, Nearby, Far combat system
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Close, Nearby, Far combat system
My major worry for melee combat is tied to the speed of the player. The ninjas are moving REALLY fast so any moving attacks would be hard to land on another ninja.
So one thing you can do is have combat that takes distance into account with a lock on system.
Imagine 3 radius's around the player. The close radius, the medium radius and the far radius.
Melee attacking in the far radius when make your character start throwing ranged weapons, or doing basic chakra ranged attacks, the player could even change what attacks they do.
This would work for higher leveled players, it would make the attack button from long range do low level ranged jutsus, without using hotkeys.
As the player moves into the medium range the melee attack button can become one of several things.
One thing would be a rush-to attack that sends the player homing into their locked on opponent with a somewhat powerful attack.
Like a sasuke like character would dash into the enemy and when he gets close enough he does a moderate attack with his sword. The player would then close into his close ranged arsenal
Which would be sort of like Ultimate ninjas system. button mash and directions to change stuff up. A 'stop' button would be nice too. To make the character stop anything they are doing immediately. So people don't get locked into melee attacks and stuff.
Each radius would have its own hotbar with their own hotkey setups, allowing a very dynamic jutsu set up.
So one thing you can do is have combat that takes distance into account with a lock on system.
Imagine 3 radius's around the player. The close radius, the medium radius and the far radius.
Melee attacking in the far radius when make your character start throwing ranged weapons, or doing basic chakra ranged attacks, the player could even change what attacks they do.
This would work for higher leveled players, it would make the attack button from long range do low level ranged jutsus, without using hotkeys.
As the player moves into the medium range the melee attack button can become one of several things.
One thing would be a rush-to attack that sends the player homing into their locked on opponent with a somewhat powerful attack.
Like a sasuke like character would dash into the enemy and when he gets close enough he does a moderate attack with his sword. The player would then close into his close ranged arsenal
Which would be sort of like Ultimate ninjas system. button mash and directions to change stuff up. A 'stop' button would be nice too. To make the character stop anything they are doing immediately. So people don't get locked into melee attacks and stuff.
Each radius would have its own hotbar with their own hotkey setups, allowing a very dynamic jutsu set up.
Wrongfire- Genin
- Posts : 54
Join date : 2011-01-01
Age : 32
Location : Texas USA
Re: Close, Nearby, Far combat system
You mean that the action/hotkey bar would change depending on the opponents distance? I myself think that all of this should happen in the players brain, to estimate which attacks that will work well for the given distance to the opponent. Not that some computer will change your hotkeys depending on your opponents position.
I might have misunderstood you, correct me if I did.
I might have misunderstood you, correct me if I did.
Eddiemeister- Jounin
- Posts : 905
Join date : 2010-08-19
Age : 29
Location : Sweden
Re: Close, Nearby, Far combat system
Well you could still assing your hotkeys to whatever skill you wanted.
The idea is that you could turn your 'far' attacks, which use the melee button, into attacks that actually make sense to use from far away.
Why would the ninja punch thin air? It would make your melee attack button always have a purpose. Instead of almost every other game where its a useless button except up close.
The point of the hotbar changing based on how far you are away is so that you don't have 4014 hotbars on screen at once for all your different skills.
You can have all your ranged jutsus and attacks assigned to your 'far' hotbar, and all your close ranged taijutsu attacks on your 'close' hotbar.
Its more immersive and keeps the screen less cluttered.
The idea is that you could turn your 'far' attacks, which use the melee button, into attacks that actually make sense to use from far away.
Why would the ninja punch thin air? It would make your melee attack button always have a purpose. Instead of almost every other game where its a useless button except up close.
The point of the hotbar changing based on how far you are away is so that you don't have 4014 hotbars on screen at once for all your different skills.
You can have all your ranged jutsus and attacks assigned to your 'far' hotbar, and all your close ranged taijutsu attacks on your 'close' hotbar.
Its more immersive and keeps the screen less cluttered.
Wrongfire- Genin
- Posts : 54
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Age : 32
Location : Texas USA
Re: Close, Nearby, Far combat system
.. but hitting automatically isn't what one would expect in a skill-based game. If you don't want to swing in thin air, don't. Learn to hit. That way skill and experience in the game also counts.
Altho I do get your point, you want the melee button to be useful at any range. It could easily be fixed by scrolling between weapons. If your opponent runs, you use the scroll button and change weapon from MELEE (fists, swords, maces, dildos, whatever) to KUNAI. Or SHURIKEN. Or whatever. Then you throw the weapons by using the melee button, left mouse button. And if they close in, you scroll once or twice and change WEAPON. Not jutsu or skill, but weapon. We would still need the actionbar, ofc.
Altho I do get your point, you want the melee button to be useful at any range. It could easily be fixed by scrolling between weapons. If your opponent runs, you use the scroll button and change weapon from MELEE (fists, swords, maces, dildos, whatever) to KUNAI. Or SHURIKEN. Or whatever. Then you throw the weapons by using the melee button, left mouse button. And if they close in, you scroll once or twice and change WEAPON. Not jutsu or skill, but weapon. We would still need the actionbar, ofc.
Eddiemeister- Jounin
- Posts : 905
Join date : 2010-08-19
Age : 29
Location : Sweden
Re: Close, Nearby, Far combat system
If so the hotbar should be changed by the player themselves. There could be some GUI that says how far away your opponent is, and what setting your hotbar is on.
Toppcom- Jounin
- Posts : 626
Join date : 2010-08-19
Location : Norway
Re: Close, Nearby, Far combat system
Yeh, letting the player control what jutsus are used for each ranged should definitely be apart of it.
The gui could just be 3 circles that are within each other.
The gui could just be 3 circles that are within each other.
Wrongfire- Genin
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Join date : 2011-01-01
Age : 32
Location : Texas USA
Re: Close, Nearby, Far combat system
Maybe give a look at NNK shaun said nnk is an inspiration and i believe theyr combat system would fit nicely in this game the ninjas dont move too fast and there are jutsus that will bind them in place like water prison kakashis dog summons ice block alot of stuff and there are jutsus that will launch you directly at your opponent performing some kickass taijutsu combo
bitspirit- Jounin
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Join date : 2010-08-19
Re: Close, Nearby, Far combat system
bitspirit wrote:Maybe give a look at NNK shaun said nnk is an inspiration and i believe theyr combat system would fit nicely in this game the ninjas dont move too fast and there are jutsus that will bind them in place like water prison kakashis dog summons ice block alot of stuff and there are jutsus that will launch you directly at your opponent performing some kickass taijutsu combo
Thats actually a game that I think isn't doing melee combat very well. lol just imo
You need some sort of auto-move-to-enemy thing.
Like in ultimate ninja storm how pressing A twice jumps towards the enemy, or how Y plus A dashes towards them.
Its reaaaallly convenient.
Wrongfire- Genin
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Age : 32
Location : Texas USA
Re: Close, Nearby, Far combat system
Idk it looks fine to me
bitspirit- Jounin
- Posts : 760
Join date : 2010-08-19
Re: Close, Nearby, Far combat system
Wrongfire wrote:bitspirit wrote:Maybe give a look at NNK shaun said nnk is an inspiration and i believe theyr combat system would fit nicely in this game the ninjas dont move too fast and there are jutsus that will bind them in place like water prison kakashis dog summons ice block alot of stuff and there are jutsus that will launch you directly at your opponent performing some kickass taijutsu combo
Thats actually a game that I think isn't doing melee combat very well. lol just imo
You need some sort of auto-move-to-enemy thing.
Like in ultimate ninja storm how pressing A twice jumps towards the enemy, or how Y plus A dashes towards them.
Its reaaaallly convenient.
I like how NNK forces you to target the enemy manually. That's something I'd like to see in SWO.
What I HATE about NNK is that the fighting is like in Runescape. You hit 5 times, then you get hit 5 times. Back and forward it continues. Fked up boring.
Eddiemeister- Jounin
- Posts : 905
Join date : 2010-08-19
Age : 29
Location : Sweden
Re: Close, Nearby, Far combat system
Eddiemeister wrote:Wrongfire wrote:bitspirit wrote:Maybe give a look at NNK shaun said nnk is an inspiration and i believe theyr combat system would fit nicely in this game the ninjas dont move too fast and there are jutsus that will bind them in place like water prison kakashis dog summons ice block alot of stuff and there are jutsus that will launch you directly at your opponent performing some kickass taijutsu combo
Thats actually a game that I think isn't doing melee combat very well. lol just imo
You need some sort of auto-move-to-enemy thing.
Like in ultimate ninja storm how pressing A twice jumps towards the enemy, or how Y plus A dashes towards them.
Its reaaaallly convenient.
I like how NNK forces you to target the enemy manually. That's something I'd like to see in SWO.
What I HATE about NNK is that the fighting is like in Runescape. You hit 5 times, then you get hit 5 times. Back and forward it continues. Fked up boring.
not true one time i made 45 hit combo you just need to know how to do it .Example you hit 5 times he tries to hit you you use the log jutus hit another 5 times jump back throw some kunais and shurikens use a jutsu or 2 and so on
Last edited by bitspirit on Sat Feb 19, 2011 8:56 pm; edited 1 time in total
bitspirit- Jounin
- Posts : 760
Join date : 2010-08-19
Re: Close, Nearby, Far combat system
Okay. Maybe so. But it still gets boring. Also the log replacement in NNK is really retarded.
Eddiemeister- Jounin
- Posts : 905
Join date : 2010-08-19
Age : 29
Location : Sweden
Re: Close, Nearby, Far combat system
Circles with 3 different strong colors that would change by range. As for the melee combat:
- For instance, if you had a kunai in hand and say get from Mid-Range to Close it shouldn't throw the Kunai but instead use it as a melee weapon.
- Far range should have Far range jutsus only (going with Wongfie's thoughts)
- Binding jutsus should be Mid-Range
- Close Range cannot have Jutsus like Fireball but instead a Dragon's Breath Jutsu
- Even not being a Tai user, Close Range should be all about Tai with some exceptions
- For instance, if you had a kunai in hand and say get from Mid-Range to Close it shouldn't throw the Kunai but instead use it as a melee weapon.
- Far range should have Far range jutsus only (going with Wongfie's thoughts)
- Binding jutsus should be Mid-Range
- Close Range cannot have Jutsus like Fireball but instead a Dragon's Breath Jutsu
- Even not being a Tai user, Close Range should be all about Tai with some exceptions
ZabuzaSoul- Genin
- Posts : 61
Join date : 2010-08-19
Age : 32
Location : Tip of Europe
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