Ideas: Group Combat!

by Tzu

Back to Ideas.

Tzu2007-11-21 15:33:57
Idea: Implant more abilities to dissolve groups, so there is not much this ganking.

How do we stop a huge group like 10 on each side all shielded?
Or if your fighting a 3 on 1, without having superior skills, everyone could have viable options to break a group up.

FEATURE IDEAS:

When you squint/glance and there's people blocking exits in the other room, it could say which exit they are near. For example:

is near the east exit.

Then is blocking the east exit in the other room.

-- Why you may ask, it would be useful for me, and for these ideas, cause it would give more options for skrimishing if you take down those who block exits.


SKILL IDEAS:


Knights:

"Charge" :] Useable by knights, able to rush into a room sending amount of people in the room unbalance and opens up an escape exit. Powercost 3

"Break blockade" : opens up a blockade at a direction and makes all allies able to pass by (idea if the party leader is the one that break blockade & exits all his party is behind. the partymembers themself have to walk through the exit)

Monks: (note figure out other names and description for other monks, bulls charge?)

Polevault Jumpkick (can't target same direction you came from.)

Able to polevault into a room and slam your feets into a target, sending the target flying into the other enemies in the room members sprawling them and disepears into with leaving the unbalanced and you recovering.

(note: to add a twist diffrent from bulls charge, make the not show for other enemies that was in the room)

Bulls Charge (can't target same direction you came from)
Able to crush stone walls with this ability, you crash into the room, shattering any walls with your head, rushing forward in a furious frenzy you send all enemies sprawled and stunned as you through forward your slaming your head first into him sending you both flying into leaving the others sprawled and stunned for a brief moment.

(note: the twist to this one is it stuns everyone in the room, but leaves the direction they traveled in)

- so if in a group fight with bulls charge it the stun and prones every other enemies in the room and the leader have to wait until everyone can stand to get organized and help the guy, or he rushes of alone while others tries to stand ;D

- and with polevault jumpkick - it sends the target into which the enemies in the room dont know which direction, and prones everyone, but doesn't stun.

- Note these moves could be considered a Ka move, so it can go through shields.

(We have tidesweep, but needs improvements to be even of use, not sure how the shofangi one works)

Got any ideas to share? Aquamancers & Geomancers could get like 'flood' that sends people flushed out and geomancers could crush everyone if they done move o.O
Enero2007-11-21 16:03:34
Why?

There are plenty of such abilities available already.

EDIT: The problem is that most of the time they're not used/not used properly/not timed properly/etc
Tzu2007-11-21 16:18:36
Becouse the existant ones are bad?

All you see is Beckon, Rad, Beckon, Rad, Summon.

Scissorflip, doesn't work through shield, nothing works through shield. Therfor it creates camping there are no good abilities to do skrimish combat.

Except for some overpowered dodging stances that make you able to tank everyone like trippleflash
Xenthos2007-11-21 16:21:43
QUOTE(Tzu @ Nov 21 2007, 11:18 AM) 459651
Scissorflip, doesn't work through shield, nothing works through shield. Therfor it creates camping there are no good abilities to do skrimish combat.

Raze goes through shield. So does convincing your enemy to fight. Rage/Terror coven support includes: Small strike force going to the enemy group and engaging them in combat while the Coven does its death from above, focusing on razing their shields. Therefore, skirmishing already exists-- one, or a small handful of people, go into the room to "skirmish" (by destroying shields), and then have the others try to do the breakup after that.

Skirmishing is dangerous, but it can be surprisingly effective. I don't think that movement skills which go through shield are either a good thing, or necessary (though it was really nice when Squall moved a person in Serpent around, I can see why they decided to change it).
Tzu2007-11-21 16:38:56
QUOTE(Xenthos @ Nov 21 2007, 05:21 PM) 459652
Raze goes through shield. So does convincing your enemy to fight. Rage/Terror coven support includes: Small strike force going to the enemy group and engaging them in combat while the Coven does its death from above, focusing on razing their shields. Therefore, skirmishing already exists-- one, or a small handful of people, go into the room to "skirmish" (by destroying shields), and then have the others try to do the breakup after that.

Skirmishing is dangerous, but it can be surprisingly effective. I don't think that movement skills which go through shield are either a good thing, or necessary (though it was really nice when Squall moved a person in Serpent around, I can see why they decided to change it).



And where is that an ability?

That sounds more like excuses.

There's no efficient skrimish abilities, or there are few which doesn't work well, consider everyone camps in their groups.

If you think beckon & motivating your enemy to fight you, and using rad is good solution is it is, I think your wrong. Every major battle, people camp in their groups without able to seperate them behind all their shields. Everyone who tries, to destroy a shield gets killed. they can't escape cause of blocks/walls webbed, ganked, dead.
Ashteru2007-11-21 16:45:04
just one thing: skirmish
Acrune2007-11-21 16:49:37
QUOTE(Tzu @ Nov 21 2007, 11:38 AM) 459654
And where is that an ability?


Its called a strategy tongue.gif
Veonira2007-11-21 16:57:35
Group combat should be like it is in ninja movies.
Enero2007-11-21 16:58:10
wtf.gif

Honestly, I don't see the problem... there are abilities and they are working. It is possible to break up groups effectively with bekon/rad/charge/tackle/gust and so on.
Now a completely different story is if you want to squint in, pick someone who you could kill, get them out of there and do it. If you want to do that, you can, at the risk of getting what you wrote before.
Group combat is about fighting in groups, and not trying to pick out those who can't stand for themselves good enough and taking advantage of that, is it not?
Tzu2007-11-21 17:16:24
funny thing you could say that, i proposed ranged combat over irc and they whined there wasn't enough option in skrimish melee, this is just the begining, newbies would find it easier in the backrows of combat.
Tzu2007-11-21 17:43:35
QUOTE(Enero @ Nov 21 2007, 05:58 PM) 459663
Group combat is about fighting in groups, and not trying to pick out those who can't stand for themselves good enough and taking advantage of that, is it not?


As in fighting with groups or against groups, we all know how to fight with groups, this is against groups without sitting there beckoning with your monolith, shield and partymembers. Hence the word Skirmish


QUOTE
Group combat should be like it is in ninja movies.

or I just quote Veonira, cause that's just how it could be!!! :DDDD
Shamarah2007-11-21 18:02:21
The last thing Lusternia needs is more unstoppable summoning. I think we all learned our lesson from demesne summon and wisp.
Tzu2007-11-21 18:05:04
what are you talking about, this is not summonings you can't do it into the same room you did it from.

NOTE if you didn't know, polevault works from only a diffrent room, can't use it in same room as enemy.

Same concept for bull's charge the ability above, but diffrent effect.

So Shamarah: If you think this will just create more ganking, your wrong, cause it requires you to be in another room then the gankers room, to pull this off in that case, and then the one using these, moves are already prone to getting attacked.
Shamarah2007-11-21 18:08:37
QUOTE(Tzu @ Nov 21 2007, 01:05 PM) 459673
what are you talking about, this is not summonings you can't do it into the same room you did it from


If you seriously lack even the most basic understanding of Lusternian strategy, you should just stop posting.

Everything you named can essentially be used as a summon.
Tzu2007-11-21 18:14:03
Oh you coming with insults? How about behing constructive? I can give insults too, but refrain from doing so.

This is to encourage skrimish combat, to get people to break out of their groups and create disorder amoung them so more combat actully happends instead of ganking. (SEE requirement: Can't use it in same direction you came from.)

If you have anything good to say, let me know or you can just shut it and take your insults elsewhere.
Tzu2007-11-21 18:16:48
If more abilities like these happand there actully would be more charging into groups, splitting them apart instead of this gank combat. Where you just summon/beckon/rad until you get someone into your room where everyone is.
Eldanien2007-11-21 18:54:19
Personally, I like seeing massive groups colliding. I never could understand why combatants in IRE games want battles to devolve into duels. War is not about duelling. War is not about one person, as much as it is inspiring to have one hero wipe up with several enemies.

Not that I'm against adding more abilities for maneuvering around in combat. But combat is mostly centered around standing toe-to-toe and comparing offense against defense, attack strategy against curing/healing ability.

Just saying.. I don't see what's wrong with two massive groups staring at each other, setting up for a grand melee brawl.

As a thought though... consider making Flux hit -everyone-? Then the defenders could choose whether they wanted to set up the playing field as massive combat groups, or for skirmish combat. With flux hitting everyone in plane, groups don't stay together long. If it works out, give the other plane types the same sort of discretionary power. This still gives the defenders an advantage, in that they get to choose which mode of combat will take place - large groups or skirmishers. But at the same time, it won't leave raiders scattered while facing a massive group of defenders.
Unknown2007-11-21 19:07:09
QUOTE(Eldanien @ Nov 21 2007, 01:54 PM) 459687
Personally, I like seeing massive groups colliding. I never could understand why combatants in IRE games want battles to devolve into duels. War is not about duelling. War is not about one person, as much as it is inspiring to have one hero wipe up with several enemies.


War also has grunts to do most of the dirty work. Oh, and an end.

Think of Lusternia as Star Wars without all the clone/storm troopers and rebels and crap. Remember how many battles between Jedi and Sith those movies had? Now think of how many of them had more than one Jedi or Sith on either side - not many, which is actually what made the multi-hero battles exciting.

In Lusternia, it's (almost) always lots of these people and none of the grunts - and always boring. The solution? Start using newbies as meatshields! dry.gif
Forren2007-11-21 19:19:28
Nothx.
Desitrus2007-11-21 20:01:23
QUOTE(Eldanien @ Nov 21 2007, 12:54 PM) 459687
Personally, I like seeing massive groups colliding. I never could understand why combatants in IRE games want battles to devolve into duels. War is not about duelling. War is not about one person, as much as it is inspiring to have one hero wipe up with several enemies.

Not that I'm against adding more abilities for maneuvering around in combat. But combat is mostly centered around standing toe-to-toe and comparing offense against defense, attack strategy against curing/healing ability.

Just saying.. I don't see what's wrong with two massive groups staring at each other, setting up for a grand melee brawl.

As a thought though... consider making Flux hit -everyone-? Then the defenders could choose whether they wanted to set up the playing field as massive combat groups, or for skirmish combat. With flux hitting everyone in plane, groups don't stay together long. If it works out, give the other plane types the same sort of discretionary power. This still gives the defenders an advantage, in that they get to choose which mode of combat will take place - large groups or skirmishers. But at the same time, it won't leave raiders scattered while facing a massive group of defenders.


I'll reply to this specifically and then the thread as a whole. I will again attempt to humor Ildaudid by overusing quotations.

Lusternia is not a "video game", nor is it a "motion picture", and nor is it featuring a "picture" of any sort. It is a "text-based" game. The reason people "don't want to see" a "gigantic pile puissanced purebladers" facing off against a "courageous cadre of crippling crushers" is because of "information overflow." I, and many others like me, do not enjoy "text that scrolls so fast even the micromachines guy could not say it." No amount "subbing", "gagging", or "closing of eyes" will help this. I can't really quotation anything else, so let me go back to perspective. Watch a youtube video of some pvp crap from any given game where 5+ people engage 5+ people. Now try to describe every action of every person. Not just commentating, because that is rarely as specific as Lusternia, but you start to see what I'm talking about. 2v1, 2v2, and even 3vWhatever, sure. This past wildnodes? When the groups hit I couldn't even see. I had gauges on the left telling me if I was dying and if I had balance, and that was it. No combat flow, no determining who was what. Just spam. In fact, two people lost link as soon as it started with buffer overflow.

People want to fight in low numbers because you actually have a chance to apply your ability as a player, rather than mash a macro and pray that your curing holds up and that your team blindly outspams the other one. Gosh I hope my team sticks to the target order. Gosh I hope the people with conditional instakills are using automatic triggers to determine things like mana levels. Gag me.

The discretionary powers suck, I think everyone acknowledges that.

There are plenty of separation skills, not just the ones listed. Things for demesnes, enchants, etc. I see no need to upgrade or add anything to them.