Attnam / ivan

Iter Vehemens ad Necem - a continuation of the graphical roguelike by members of http://attnam.com
GNU General Public License v2.0
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aimed strikes #423

Open AquariusPower opened 6 years ago

AquariusPower commented 6 years ago

And if we could target limbs?

So as soon you realize the difficulty, you keep aiming for legs for ex. and that new mechanics would be extremely tactical. But I think the hit chances should be lowered when aiming to not make it too easy.

from: https://github.com/Attnam/ivan/issues/421

EDIT: copy/paste from https://github.com/Attnam/ivan/issues/483#issuecomment-443430848

Well, going on that line of thought, may be we could use other keys to throw, from the keypad would be: 8-aim to head, 5 aim to torso, 4&6-left&right hands (to try to disarm wielded weapon), 7&8 to hit the arm itself and damage it, 1&3 to cripple the legs, 2 the groin.

jakwings commented 6 years ago

The hit rate for aiming limbs can depend on unarmed combat?

AquariusPower commented 6 years ago

I think it should depend as usual on the current weapon (or unarmed) skill. Just that the hit basic chance formula would be improved with a lowered percent based on aimed like:

red-kangaroo commented 6 years ago

@AquariusPower I like the idea but the chances should be much, much lower. Have a look how much HP the various body parts have. Torso has a huge amount of HP compared to other limbs (you start with something like 2 HP head), so any strike that hits your limb can be really crippling.

head -45% (higly crippling effects? should have at least but I dont remember checking it)

Head strikes are extremely dangerous, as they randomly conufse you for a long while, knock you unconscious ( so enemies get multiple free attacks before you wake up), or make you forget something (the map, or some of the gods you know). Only the third one is not dangerous for monsters and it is the least probable.

AquariusPower commented 6 years ago

@red-kangaroo good point,

btw, it would be extremelly fun see a mob praying to some god! :D, I think Cruentus would love it xD

well.. with so little HP it is a problem..

but if the chances are lowered too much that we try like 10 times and fail, we may simply ignore the feature.

May be, to let an aimed attack happen we should concentrate for some turns, lets say 2 or 3.

Also, it should have a cool down of 5 or 10 turns before you can try again.

Because lowering too much the chances would make it useless, but if the player is required to prepare the attack, he could run away and start concentrating for some rounds until the mob reaches him, and then attack with not too lowered chances. The player must remain stopped, can perform no other action than '.' rest and it resets the counter if player does anything else. Healing does not increase the counter, only '.'

this flow could be good:

And then run again for the cooldown.

We can also add a defuff, so lets say the cool down is 10 turns, if using before it, then the chances could be much lowered, having a minimum of 1%.

Trying before full concentration could also lower chances. to make the feature more flexible but adequate

And the required turns for concentration and cool down could vary depending on some player stats, may be agility and wisdom? but never less than an specified limit, that could be: concentrate 3 and cool down 5. May be a max of conc. 10 and cool down 30.