New knighthood specialization

by Unknown

Back to Ideas.

Genos2006-09-10 23:25:12
QUOTE(Vladkir @ Sep 10 2006, 07:14 PM) 329884

Concerning Maneuvers, I realised that it is available to every specialization but I don't know exacly how it works. So, details about it are welcome.


Here's the AB file.

CODE

Syntax: MANEUVER CREATE
        MANEUVER LIST
        MANEUVER DROP
        MANEUVER DEVELOP ACTION
        MANEUVER DEVELOP WOUNDS
        MANEUVER SHOW
        MANEUVER PERFORM

You are now able to develop your own fighting maneuvers. You start with being
able to develop a limited amount of maneuvers and gradually increase the number
of maneuvers as your training increases. Each maneuver consists of two
variables: the action and the wounds. The action is the attack verb (slash,
smash, strike, etc.) that will be executed during the maneuver. The wounds are
a list of the specific wounds you are attempting to inflict. (Please note that
it does not determine if you are able to execute the action or inflict the
wound until you perform the maneuver.)

When you perform a maneuver, you will focus all your mental attention on the
wounds specified in the maneuver. This has two benefits. First, you will only
inflict wounds from that list. So if you want to always inflict a lower level
wound even if the target body part is in critical condition then a maneuver
consisting only of that lower level wound will do just that. Secondly, provided
your wound list is small, you will be able to concentrate more than normal on
perfectly executing the attack. This increases your chance of exeuting that
wound. Thus if you use a maneuver that consists only of a critical level wound,
you lose the ability to do the lower level wounds, but in exchange you increase
the likelihood of successfully making that critical wound happen.


I would help more with wound abilities but I'm not that knowledgable on Warrior combat since I find it boring and it seems really hard to balance.
Unknown2006-09-11 06:51:45
QUOTE(Vladkir @ Sep 10 2006, 11:38 PM) 329869

Man, you impaled the guy. Why shouldn't you disembowel when you can?



QUOTE(Sarvasti @ Sep 11 2006, 12:09 AM) 329882

If you've got him impaled why not do a coup de grâce? Makes sense to me. (Agreeing with Vladkir)


...So do disembowel while he's impaled, but don't make it part of the skill, because all that skill deals with is letting them schtick themselves on the polearm, doing high wounding and massive bleeding. Anything else would make it OP.

I didn't say you wouldn't be able to disembowel at all, I just meant you shouldn't do it in the same move. You could do the disembowel command when you regain balance from him slamming into the thing, but it shouldn't be the same move. Unless a fighter had appalingly good reflexes, strong arms, and and excellent sense of balance, he wouldn't be able to twist and wrench the thing immediately after/while the guy was running into it.
Unknown2006-09-11 08:25:03
Ytraelux, I got you point. This trespassing doesn't need to be an impale. Okay then, so it shouldn't target the gut because that would make things confusing. So, chest? Oh right, if your chest is trespassed (I'm not even saying impaled) you'll die. I want to make this realistic.

For a trespassing ability of this nature, I thought about this one:

- RushImpale
Impale from adjacent rooms: target in room X adjacent to room Y where you are. You start setting up the ability and after it's done (I don't know, 6 secs), you tun into room X and impale the target. If the target leaves the room you'll rush into room X and stab the air. Doing anything while the ability is setting up will stop it.

And yes, it's an impale. I don't know if I'm going to put this abilitity, it is good for 1-on-1 ambushes and EXTREMELY

Browser problems, join the two posts

...EXTREMELY good for group combat.

I hope you saw my point now.

Anyway, if you have any ideas for abilities for the specialization or comments to make, post. You cooperation is needed!
Unknown2006-09-11 08:45:34
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Changing subject...

Since spears are going to be 2h weapons with 1h stats due to the double attack, the trans skill has to be changed.

- Double strike
Swing the weapon twice at the target, random bodyparts, increased damage and wounding but extremely slow. Perfect finishing move.

We could change it, or add more strikes. Don't look to the increased damage and wounding, we have this for that:

- Pierce
Extra damage, bypasses defenses. Counts as a jab.

Still, I don't know, what do you think?

AND I haven't really decided about the instakill. I have these two:

- Brain Pierce
Bodypart: Head
Maneuver: Jab
Wound state: critical
Pierces target's skull, causing in instant death.

- Chest Trespass
Bodypart: Chest
Maneuver: Jab
Wound state: critical
Coompletly trespasses target's chest, causing in instant death.

I don't know, a chest instakill? Still, if you prefer the second one I have this for critical damage for the head:

- Brain Pierce
Bodypart: Head
Maneuver: Jab
Wound state: critical
Slightly pierces target's skull and therefore the brain, causing blackout and moderate bleeding.

Blackout... wub.gif Maybe it's overpowered, what do you think?
Unknown2006-09-12 10:24:30
I have done most of the skillset, but it ISN'T even close to be finnished. I need your oppinion about these abilities.
NOTE: They are NOT in the learning order, I'll work on that when I have decided all the abilities.

- Lancer
Mastery of the polearm weapons.

- Arm artery
Bodypart: Arm
Maneuver: Jab or Swing
Wound state: Negligible
Cuts the main artery of the arm, causing bleeding.

- Leg artery
Bodypart: Leg
Maneuver: Jab or Swing
Wound state: Negligible
Cuts the main artery of the leg, causing bleeding.

- Maneuvers
Same as the ability with the same name in the other specializations.

- Vault
Jump over obstacles, like ice walls or fire walls. Minor endurance needed, 50 endurance.

- Impale
Bodypart: Gut
Maneuver: Jab
Wound state: heavy
Impales the target.

- Slit throat
Bodypart: Head
Maneuver: Jab or Swing
Woundstate: Moderate
Severs the target's throat, making him/her unable to drink, eat or speak.

- RushImpale
Impale from adjacent rooms: target in room X adjacent to room Y where you are. You start setting up the ability and after it's done (I don't know, 6 secs), you tun into room X and impale the target. If the target leaves the room you'll rush into room X and stab the air. Doing anything while the ability is setting up will stop it.

- Leg Sweep
Bodypart: Leg
Maneuver: Jab or Swing
Woundstate: ?Moderate?
Swing you weapon at target's legs, doing damage and knocking him down (?also stun for 2sec, stacks with balance?)

- Spinning Defense
Spin the weapon around, doing minor damage to those who try to attack physically AND preventing all of the damage and wounding. While in this state, you cannot perform anything else but speaking. To get out of this, do something other that it. This ability has a major endurance drain.

- Pierce
Extra damage, bypasses defenses. Counts as a jab. Much like a Lunge.

- Raze
Well, you know what it does. Remember, two strikes with the polearm, which meance raze and normal ability.

- Gut Twist
Bodypart: Gut
Target must be impaled for this ability to work. Twists your polearm inside the oponent, causing the same wounding, damage, bleeding and afflictions as a normal Disembowel. New ability name and different ingame description.

- Slice ear
Bodypart: Head
Maneuver: Jab or Swing
Woundstate: Moderate
Slices the target's ear, doing the same as the ability with the same name in other specializations.

- Scalp
Bodypart: Head
Maneuver: Jab or Swing
Woundstate: Negligible
Does the same as the ability with the same name in other specializations.

- Brain Pierce
Bodypart: Head
Maneuver: Jab
Wound state: heavy
Slightly pierces targets brain, causing ?blackout? (?3-4sec?) and ?moderate/heavy? bleeding.
-- Maybe blackout is too much, what do you think?

- Long jump
Target in room X, you in room Y. You use the impulse of the spear to jump from one room to another, kicking the target, knocking him down ?with minimal stun (1.5sec)?.

- Tree Pierce
Bodypart: Leg
Maneuver: Jab
If there is someone above you, you can jab them from the forest floor. There's a small chance that you will make him/her fall from the trees and thus breaking a leg. Counts as a jab.

- Poke eyes
Bodypart: Head
Maneuver: Jab
Wound state: Moderate
Poking both eyes out affltics with blindness and causes major bleeding.

- Slit Wrists
Bodypart: Arms
Maneuver: Jab or swing.
Wound state: Heavy
Slits the target's wrists, making him lose grip and causing heavy bleeding.

- Disarm
Attempts to unwield target's weapon. Swing you blade around you oponent's weapon, making him lose grip for 4 sec.

Trans ability:

- Double strike
Jab the weapon twice at the target, random bodyparts, increased damage and wounding but slow.
OR
- Triple hit
Jab the weapon thrice at the target, random bodyparts, increased damage and wounding but slow.

I haven't got an instakill yet. Any ideas?

I did this to help everyone think about this skills. I know it's kinda crappy, but it's better than nothing!

|---------------------------------------------------------------------|
|BODYPART-|-NEGLIGIBE-|-MODERATE-|-HEAVY-|-CRITICAL|
| ARM | 1 | | 1 | |
| LEG | 1 | 1 | | |
| HEAD | 1 | 3 | 1 | |
| CHEST | | | | |
| GUT | | | 1 | |
|----------------------------------------------------------------------|

So, I have:

1 - ?One? extra moderate head ability;
2 - NO CHEST ABILITIES at all;
3 - A lack of gut abilities;
4 - No moderate arm abilities;
5 - No critical abilities for any bodypart;
6 - No heavy leg abilities;
7 - 7 no-damage abilities. Too many in my oppinion.

... which means there's a lot of work to do. I need you thoughts about abilities, comments on these and everything you think the specialization should or shouldn't have. I need your help.

BTW, could someone tell me about poison hits? I've hear that they don't always poison the target. If they don't, what happens to it? Is it wiped from the weapon? I need to know this to check if this abilities are overpowered.