Karnagan2006-09-12 16:08:18
This is from Achaea's forums, written by a character named Arador. He asked if I could post this here, and would like people's feedback. Take a look!
********
I put this seperate from the Jousting thread as to avoid Necromancy and because this is not about the use of lances in Combat.
So I have been thinking about this whole Jousting thing. I would like something that can be used for RP and sport as well as battle while stying true to the old rules and ideas of jousting.
To do this, I have divided it into two parts. Sport Jousting and Battle Jousting. The reason for this is that I want sport jousting to be something that can be done out of the arena without a threat to the participants life. Outside the arena it can be a major RP event with spectators and so on. Thus Sport Jousting is not based on damage but on points. It can either be a hardcoded point and challenge system or could be kept track of by participants. Hardcoded would be ideal but I realise that the admins are busy.
--------------
--------------
Sport Jousting
--------------
--------------
This is where two Knights can engage in a game of skill and chivalry. It is not based on damage and death but on points. The reason for this is that Sport Jousting is a slowpaced thing, not a fluid battle. They get ready, charge, turn around, and get ready for the next shot. Thus health can not be used as people can sip much faster than these rounds happen. Also this means it can be outside the arena with spectators and can also be enjoyed by young Squires.
This form of jousting requires three pieces of equipment. A mount, a shield and a sport lance. Since the lances should break as they did in the real events, sport lances are a new weapon in forging that can be made relatively cheaply and has no stats. Since no damage is involved, no damage stat needed. Since DEX isnt involved in sport jousting (bear with me as to why) to-hit does not matter and since it is basically turn-based, speed does not matter either.
So how does it work and what matters?
-------------------------------------
A round is engaged by JOUST CHALLENGE TARGET. A Lance and Shield must be wielded to do this and for the oponent to ACCEPT, he too must be wielding those two. Of course both must be mounted as well. As soon as the challenge is accepted the charge takes about 10 seconds, some PROG of them charging, aiming and finally connecting with the result that will be visible to the oponents and any third parties in the room. During that time, the oponents can not leave the room, unwield, sip or do anything as if in blackwind. If they try, they simply get a "Are you mad to try that while charging your oponent?" or something. Each outcome has a point value that I will explain later. Wether a point system can be hardcoded is up to the admin.
A competitor will gain 1 point for breaking the lance on his oponent.
A competitor will gain 3 points for dismounting his oponent.
A competitor will gain 0 points if the blow is deflected by a guard or should he miss entirely.
First to a set amount fo points wins.
-------------
The Mechanics
-------------
There are various things that influence Sport Jousting. I shall list and explain them here.
Positions
---------
There are three positions for the rider to be in.
FORWARD will mean increased breaking or dismounting chance at a higher chance of a score against yourself.
BACKWARD is a more defensive position. Here the chance of your oponent scoring a break or dismount on you is lower but so is your chance of doing the same.
STRAIGHT is the midground.
Targets
-------
There are four possible parts to target with a lance. The Head, the Torso or one of the Arms.
Guards
------
I was thinking of either having a sport shield to go with the sport lances or simply change tower shields to be able to do this since they aren't used for anything else.
There are three guards. One full guard and two half guards. Syntax is FULL GUARD PART
HALF GUARD PART PART
FULL GUARD will mean that any blow to this part WILL be deflected. No chance of a break or dismount.
HALF GUARD will mean a blow to this part will have a small chance of being deflected but a good chance of a lance break with a slight chance of a dismount
NO GUARD will mean that a blow to this part WILL break the lance and has a good chance of getting you dismounted.
----------------
Other Influences
----------------
There are some other things that influence this game. Here they are listed and explained.
SKILL
-----
Your skill in Weaponry and Chivalry, like it does with DSL will determine the chance of striking you oponent in the first place but no more. The chance of a break, dismount and deflect is determined solely by the positions the riders are in.
STATS
-----
Racial stats have aboslutely no influence in Sport jousting. Because there is no damage, strong races get no bonus. Thus dodgy races will get no bonus. Racial speed has no advantage for the reason that it is turn based.
MOUNTS
------
Mounts affect your ability dodge a blow. Nothing more. I did not want this to be a matter of biggest bankaccount wins on all counts and while higher skilled players do get an advantage as they rightly should, it is kept to a minimum to give lower people a chance. The chance to dodge is based on the difference in mountlevel. Thus two people with the same mounts will not dodge a single blow though the other person might still miss based on the weaponry and chivalry level.
-----------------
Round calculation
-----------------
When the two riders collide, this is how the blows and effects are calculated.
1. The chance of striking the oponent is determined by weaponry and chivalry level
1.1. If it fails, it is a miss and you get nothing. The end. Thanks for playing.
1.2. If it succeeds you now have a chance of hitting him and scoring points. Good luck and on to step 2.
2. The difference in mount level determines your oponents chance to dodge the blow completely. Ranging from 0% with equal level mounts to 50% with a legend steed and a mule.
2.1. If he dodges the blow, it is a miss and you get nothing. You are the weakest link. Goodbye.
2.2. If he does not, you now strike him on the part you targetted. Congratulations! I knew you could do it! You may advance to step 3.
3. The Targeting and Guard positions are now considered.
3.1. You hit a full guard. you unlucky sod. Blow deflected. Go straight to the end. Do not pass GO, do not collect 200 bloodroot.
3.2. You hit a half guard. Move to 4.
3.3. You hit no guard. Move to 5.
4. So you hit a half guard. Not too shabby and you still have a chance.
4.1. You are in the FORWARD position.
4.1.1. He is in FORWARD. You have a very good chance to break the lance. A good chance to dismount him.
4.1.2. He is STRAIGHT. Good chance to break, moderate to dismount.
4.1.3. He is BACKWARD. Moderate to break, poor to dismount.
4.2. You are in the STRAIGHT position.
4.2.1. He is in FORWARD. You have a good chance to break the lance. A moderate chance to dismount him.
4.2.2. He is STRAIGHT. Moderate chance to break, poor to dismount.
4.2.3. He is BACKWARD. Poor to break, very poor to dismount.
4.3. You are in the BACKWARD position.
4.3.1. He is in FORWARD. You have a moderate chance to break the lance. A poor chance to dismount him.
4.3.2. He is STRAIGHT. Poor chance to break, Very poor to dismount.
4.3.3. He is BACKWARD. Very poor to break, impossible to dismount.
5. You hit no guard. You lucky child of unmarried parents. The lance will break if you dont dismount him.
5.1. You are in the FORWARD position.
5.1.1. He is in FORWARD. Watch him go down.
5.1.2. He is STRAIGHT. Brilliant to dismount.
5.1.3. He is BACKWARD. Very good to dismount.
5.1. You are in the STRAIGHT position.
5.2.1. He is in FORWARD. Brilliant to dismount.
5.2.2. He is STRAIGHT. Very good to dismount.
5.2.3. He is BACKWARD. Good to dismount.
5.1. You are in the BACKWARD position.
5.3.1. He is in FORWARD. Very good to dismount.
5.3.2. He is STRAIGHT. Good to dismount.
5.3.3. He is BACKWARD. Mderate to dismount.
Note about Hitting your oponent. If you dismount, you do not break the lance. If you do not dismount it can either be deflected or the lance can be broken. Also, in what way you strike your oponent, be it a dismount, deflect or break has NO influence on his hit on you. Two oponents can dismount one another at the same time or break lances on one another at the sametime based on the positions and chances to hit. One's hit has no influence on the other's.
Since Lances are used up in this, Sport Lances are cheap to make, only using a few pieces of wood and take very little time to forge. No forging for refinement is needed. Shield Stats, if tower shields are used for this, do not matter either. It is only in Combat Jousting where real lances are used and where Race and Weapon stats matter. I will draw up an idea for the implemantation of Lances in battle based on ideas from sport jousting but anyone else is welcome to do so as well.
I think a sport like this could provide good entertainment. It is a good mix of strategy, luck, second guessing, mount and skill levels without leaning on any one factor too much.
Feedback welcome.
Arador
(Now Im exhausted and my fingers are numb)
********
I put this seperate from the Jousting thread as to avoid Necromancy and because this is not about the use of lances in Combat.
So I have been thinking about this whole Jousting thing. I would like something that can be used for RP and sport as well as battle while stying true to the old rules and ideas of jousting.
To do this, I have divided it into two parts. Sport Jousting and Battle Jousting. The reason for this is that I want sport jousting to be something that can be done out of the arena without a threat to the participants life. Outside the arena it can be a major RP event with spectators and so on. Thus Sport Jousting is not based on damage but on points. It can either be a hardcoded point and challenge system or could be kept track of by participants. Hardcoded would be ideal but I realise that the admins are busy.
--------------
--------------
Sport Jousting
--------------
--------------
This is where two Knights can engage in a game of skill and chivalry. It is not based on damage and death but on points. The reason for this is that Sport Jousting is a slowpaced thing, not a fluid battle. They get ready, charge, turn around, and get ready for the next shot. Thus health can not be used as people can sip much faster than these rounds happen. Also this means it can be outside the arena with spectators and can also be enjoyed by young Squires.
This form of jousting requires three pieces of equipment. A mount, a shield and a sport lance. Since the lances should break as they did in the real events, sport lances are a new weapon in forging that can be made relatively cheaply and has no stats. Since no damage is involved, no damage stat needed. Since DEX isnt involved in sport jousting (bear with me as to why) to-hit does not matter and since it is basically turn-based, speed does not matter either.
So how does it work and what matters?
-------------------------------------
A round is engaged by JOUST CHALLENGE TARGET. A Lance and Shield must be wielded to do this and for the oponent to ACCEPT, he too must be wielding those two. Of course both must be mounted as well. As soon as the challenge is accepted the charge takes about 10 seconds, some PROG of them charging, aiming and finally connecting with the result that will be visible to the oponents and any third parties in the room. During that time, the oponents can not leave the room, unwield, sip or do anything as if in blackwind. If they try, they simply get a "Are you mad to try that while charging your oponent?" or something. Each outcome has a point value that I will explain later. Wether a point system can be hardcoded is up to the admin.
A competitor will gain 1 point for breaking the lance on his oponent.
A competitor will gain 3 points for dismounting his oponent.
A competitor will gain 0 points if the blow is deflected by a guard or should he miss entirely.
First to a set amount fo points wins.
-------------
The Mechanics
-------------
There are various things that influence Sport Jousting. I shall list and explain them here.
Positions
---------
There are three positions for the rider to be in.
FORWARD will mean increased breaking or dismounting chance at a higher chance of a score against yourself.
BACKWARD is a more defensive position. Here the chance of your oponent scoring a break or dismount on you is lower but so is your chance of doing the same.
STRAIGHT is the midground.
Targets
-------
There are four possible parts to target with a lance. The Head, the Torso or one of the Arms.
Guards
------
I was thinking of either having a sport shield to go with the sport lances or simply change tower shields to be able to do this since they aren't used for anything else.
There are three guards. One full guard and two half guards. Syntax is FULL GUARD PART
HALF GUARD PART PART
FULL GUARD will mean that any blow to this part WILL be deflected. No chance of a break or dismount.
HALF GUARD will mean a blow to this part will have a small chance of being deflected but a good chance of a lance break with a slight chance of a dismount
NO GUARD will mean that a blow to this part WILL break the lance and has a good chance of getting you dismounted.
----------------
Other Influences
----------------
There are some other things that influence this game. Here they are listed and explained.
SKILL
-----
Your skill in Weaponry and Chivalry, like it does with DSL will determine the chance of striking you oponent in the first place but no more. The chance of a break, dismount and deflect is determined solely by the positions the riders are in.
STATS
-----
Racial stats have aboslutely no influence in Sport jousting. Because there is no damage, strong races get no bonus. Thus dodgy races will get no bonus. Racial speed has no advantage for the reason that it is turn based.
MOUNTS
------
Mounts affect your ability dodge a blow. Nothing more. I did not want this to be a matter of biggest bankaccount wins on all counts and while higher skilled players do get an advantage as they rightly should, it is kept to a minimum to give lower people a chance. The chance to dodge is based on the difference in mountlevel. Thus two people with the same mounts will not dodge a single blow though the other person might still miss based on the weaponry and chivalry level.
-----------------
Round calculation
-----------------
When the two riders collide, this is how the blows and effects are calculated.
1. The chance of striking the oponent is determined by weaponry and chivalry level
1.1. If it fails, it is a miss and you get nothing. The end. Thanks for playing.
1.2. If it succeeds you now have a chance of hitting him and scoring points. Good luck and on to step 2.
2. The difference in mount level determines your oponents chance to dodge the blow completely. Ranging from 0% with equal level mounts to 50% with a legend steed and a mule.
2.1. If he dodges the blow, it is a miss and you get nothing. You are the weakest link. Goodbye.
2.2. If he does not, you now strike him on the part you targetted. Congratulations! I knew you could do it! You may advance to step 3.
3. The Targeting and Guard positions are now considered.
3.1. You hit a full guard. you unlucky sod. Blow deflected. Go straight to the end. Do not pass GO, do not collect 200 bloodroot.
3.2. You hit a half guard. Move to 4.
3.3. You hit no guard. Move to 5.
4. So you hit a half guard. Not too shabby and you still have a chance.
4.1. You are in the FORWARD position.
4.1.1. He is in FORWARD. You have a very good chance to break the lance. A good chance to dismount him.
4.1.2. He is STRAIGHT. Good chance to break, moderate to dismount.
4.1.3. He is BACKWARD. Moderate to break, poor to dismount.
4.2. You are in the STRAIGHT position.
4.2.1. He is in FORWARD. You have a good chance to break the lance. A moderate chance to dismount him.
4.2.2. He is STRAIGHT. Moderate chance to break, poor to dismount.
4.2.3. He is BACKWARD. Poor to break, very poor to dismount.
4.3. You are in the BACKWARD position.
4.3.1. He is in FORWARD. You have a moderate chance to break the lance. A poor chance to dismount him.
4.3.2. He is STRAIGHT. Poor chance to break, Very poor to dismount.
4.3.3. He is BACKWARD. Very poor to break, impossible to dismount.
5. You hit no guard. You lucky child of unmarried parents. The lance will break if you dont dismount him.
5.1. You are in the FORWARD position.
5.1.1. He is in FORWARD. Watch him go down.
5.1.2. He is STRAIGHT. Brilliant to dismount.
5.1.3. He is BACKWARD. Very good to dismount.
5.1. You are in the STRAIGHT position.
5.2.1. He is in FORWARD. Brilliant to dismount.
5.2.2. He is STRAIGHT. Very good to dismount.
5.2.3. He is BACKWARD. Good to dismount.
5.1. You are in the BACKWARD position.
5.3.1. He is in FORWARD. Very good to dismount.
5.3.2. He is STRAIGHT. Good to dismount.
5.3.3. He is BACKWARD. Mderate to dismount.
Note about Hitting your oponent. If you dismount, you do not break the lance. If you do not dismount it can either be deflected or the lance can be broken. Also, in what way you strike your oponent, be it a dismount, deflect or break has NO influence on his hit on you. Two oponents can dismount one another at the same time or break lances on one another at the sametime based on the positions and chances to hit. One's hit has no influence on the other's.
Since Lances are used up in this, Sport Lances are cheap to make, only using a few pieces of wood and take very little time to forge. No forging for refinement is needed. Shield Stats, if tower shields are used for this, do not matter either. It is only in Combat Jousting where real lances are used and where Race and Weapon stats matter. I will draw up an idea for the implemantation of Lances in battle based on ideas from sport jousting but anyone else is welcome to do so as well.
I think a sport like this could provide good entertainment. It is a good mix of strategy, luck, second guessing, mount and skill levels without leaning on any one factor too much.
Feedback welcome.
Arador
(Now Im exhausted and my fingers are numb)
Shirath2006-09-13 14:48:16
*blink*
This is somewhat looking like Ego Battles...
Except you don't ride horsies and break lances there...
This is somewhat looking like Ego Battles...
Except you don't ride horsies and break lances there...