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Author Topic: Non-instantenous projectiles  (Read 1413 times)

Abyssal Squid

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Non-instantenous projectiles
« on: August 20, 2007, 11:48:00 am »

There was some talk about this in Future of the Fortress, with the concern being that it would become too easy to dodge projectiles.  Since the problem is preventing Matrix-like situations where you sidestep an arrow that is hovering an inch in front of your face, I think it would work for projectiles to have an unusual sort of priority.  Projectiles in the air move after a creature decides what to do, but before they actually do it.

When an archer fires, the arrow goes 10 squares before anything else happens.  The adventurer sees this arrow coming straight at him, so he tries to step to the left, but before he can move, the arrow travels another 10 squares.  If he was more than 20 squares away from the archer at the time the missile was launched, he'll definitely make it (unless the arrow wasn't true and he dodged right into it).  If he was more than 10 squares away but less than 20, he'll most likely not make it.

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mickel

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Re: Non-instantenous projectiles
« Reply #1 on: August 20, 2007, 12:48:00 pm »

Sounds like it's worth a try to me. Then we'd have to decide on projectile speeds etc. too.

The higher the arc of the projectile, the slower it travels, making it easier to dodge. But on the other hand, the higher the arc of the projectile, the more difficult it is to determine where it's going. Especially if, as you said, it's not true.

And it'd still be impossible to play Neo and dodge arrows in narrow corridors. Especially if the enemy uses crossbows, the bolts of which are a lot faster than an arrow from a bow.

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Chaos

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Re: Non-instantenous projectiles
« Reply #2 on: August 20, 2007, 01:55:00 pm »

quote:
Originally posted by mickel:
<STRONG>The higher the arc of the projectile, the slower it travels, making it easier to dodge. But on the other hand, the higher the arc of the projectile, the more difficult it is to determine where it's going.
</STRONG>
Reminds me of the battle of Pelennor fields in the movie adaptation of Return of the King, when Gothmog (the deformed orc general) casualy dodges one of the projectiles launched from the trebuchets on the high walls.

I like this idea, though I think more could be added to the dodgeing bit. For instance, in the current vesion it is automaticly tested wether a character manages to dodge out of a projectiles way/manages to protect himself with a shield or somesouch.
So, how about this: Attempting to move out of a projectiles way implies attempting to dodge it, while standing your ground implies stopping it with a shield (though this would only work on "seen" projectiles) or dodging it on the spot.
This decision could add some tension, especially if the speed of oncomming projectiles were slightly variable, like with skill or such.

[ August 20, 2007: Message edited by: Chaos ]

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