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Necrius 26 fev. 2014 às 8:40
Combat system without hit points - medieval/fantasy mostly.
So, instead of classic HP stamina decides, when you die - characters can take a beating by blocking and redirecting hits to non-vital areas, draining stamina. Stamina hits zero - next hit incapacitates him and after that the character is open for killing blow.

Any games utilize something like this?
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Gorlom[Swe] 26 fev. 2014 às 8:59 
So you substitute "hitpoints" for "stamina"?
Necrius 26 fev. 2014 às 9:03 
Originalmente postado por GorlomSwe:
So you substitute "hitpoints" for "stamina"?
Yep, basically. Instead of "hits zero - you're dead" meter you get "hits zero - you can't stand" one. You can't stand and defend yourself - you're an easy prey that is killed with one hit.

It's a very complicated system - there should be calculations about traumas, pain, bleeding. Also it allows "adrenaline rush" perk that allows character to ignore any ill effects from wounds and traumas for a while.
Última alteração por Necrius; 26 fev. 2014 às 9:08
Skoardy 26 fev. 2014 às 9:23 
Originalmente postado por Necrius:
Originalmente postado por GorlomSwe:
So you substitute "hitpoints" for "stamina"?
Yep, basically. Instead of "hits zero - you're dead" meter you get "hits zero - you can't stand" one. You can't stand and defend yourself - you're an easy prey that is killed with one hit.
Well, zero is still zero, you're just representing it differently and adding an extra penalty to reaching 'one'.

While adding complication to a system, when it comes to games, you've got to actually consider does it add enjoyment or just clutter and a false sense of depth.
Necrius 26 fev. 2014 às 9:25 
Originalmente postado por Skoardy:
Originalmente postado por Necrius:
Yep, basically. Instead of "hits zero - you're dead" meter you get "hits zero - you can't stand" one. You can't stand and defend yourself - you're an easy prey that is killed with one hit.
Well, zero is still zero, you're just representing it differently and adding an extra penalty to reaching 'one'.

While adding complication to a system, when it comes to games, you've got to actually consider does it add enjoyment or just clutter and a false sense of depth.
Meh, it's details. I'm thinking globally.
wilco64256 26 fev. 2014 às 9:38 
A rose by any other name would smell as sweet.
Seraphita 26 fev. 2014 às 10:04 
Are you kidding me...? Did no one ever play Romancing Saga? Wtf...

Alright, let me explain. Romancing Saga uses a fun battle system with 2 stats for life. HP and LP... Your HP is your health. Of course, it's never good if you let it go down but you won't die if you run out of it. Here's where it becomes tricky. Monsters can also or will inflicts LP to you if you're down or at any time. Life points... If you run out of those, you die. Simple.
Necrius 26 fev. 2014 às 10:11 
Originalmente postado por Sera:
Are you kidding me...? Did no one ever play Romancing Saga? Wtf...

Alright, let me explain. Romancing Saga uses a fun battle system with 2 stats for life. HP and LP... Your HP is your health. Of course, it's never good if you let it go down but you won't die if you run out of it. Here's where it becomes tricky. Monsters can also or will inflicts LP to you if you're down or at any time. Life points... If you run out of those, you die. Simple.
Those freaks not owning a console... Why they're allowed to live at all?

Originalmente postado por GorlomSwe:
Originalmente postado por Necrius:
Meh, it's details. I'm thinking globally.
You got it wrong, this is details from the very beginning. This requires whoever uses it to solve a lot of (as yet) unanswered problems. It pretty much needs a tailormade game to the mechanic. You can't just up and lift hitpoints out of a game and put this in it's place.
I can throw an idea in and let some actual coders think over it and maybe implement something like that in a game.
Última alteração por Necrius; 26 fev. 2014 às 10:13
AusSkiller 26 fev. 2014 às 10:43 
Originalmente postado por Necrius:
Originalmente postado por GorlomSwe:
You got it wrong, this is details from the very beginning. This requires whoever uses it to solve a lot of (as yet) unanswered problems. It pretty much needs a tailormade game to the mechanic. You can't just up and lift hitpoints out of a game and put this in it's place.
I can throw an idea in and let some actual coders think over it and maybe implement something like that in a game.
If an idea is not properly thought out it's not worth a coders time to implement. This is why "ideas people" make terrible game designers.
Última alteração por AusSkiller; 26 fev. 2014 às 10:44
A Gelatinous Cube-Z- 26 fev. 2014 às 15:08 
Originalmente postado por Necrius:
Originalmente postado por GorlomSwe:
So you substitute "hitpoints" for "stamina"?
Yep, basically. Instead of "hits zero - you're dead" meter you get "hits zero - you can't stand" one. You can't stand and defend yourself - you're an easy prey that is killed with one hit.

It's a very complicated system - there should be calculations about traumas, pain, bleeding. Also it allows "adrenaline rush" perk that allows character to ignore any ill effects from wounds and traumas for a while.
So...basically the D&D 3.5 health system.
76561198128035122 1 mar. 2014 às 15:08 
yes
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Postado a: 26 fev. 2014 às 8:40
Comentários: 10