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Stat Attack Defense Tactic
Str + damage + armor + ram
Int + repair
Spd + recharge + dodge + avoid
End - damage + repair effect
Rnk + armor
Cou + attacks
FP + damage + strafe
Skl + damage
Deadboy wrote:The best suggestion I've seen for Intelligence was to institute some kind of critical hit system and have it affected by Intelligence.
skyhammer wrote:int = hit the weakest for KO, wouldnt be good in missions?
DISCHARGE wrote:I would like intel to increase the odds of attacking the last Bot you attacked. It would hopefully take one down a little faster and make a more realistic fight scene.
DISCHARGE wrote:I also think intel should give a small modifier to all stats with a cumulative effect. [...] Wisdom and knowledge make a better warrior.
Psychout wrote:Im not scared of a gender confused minibot!
Glyph wrote:DISCHARGE wrote:I would like intel to increase the odds of attacking the last Bot you attacked. It would hopefully take one down a little faster and make a more realistic fight scene.
That's actually something I'm working into the V2 engine, not as an effect of INT but as a general feature of combat - TFs will generally keep attacking the same target unless they have a good reason to switch to another. If anything, INT would increase your chances of breaking off and switching to a better target, rather than getting bogged down in a fight you don't want to be in. I think it'll make for much more interesting battle logs - rather than randomly spraying attacks around the field, your characters will actually get into one-on-one fights that last until one of you goes down or someone else makes themselves a higher-priority target.DISCHARGE wrote:I also think intel should give a small modifier to all stats with a cumulative effect. [...] Wisdom and knowledge make a better warrior.
I'd rather not have INT boosting all your other attributes, because then it'll become the must-have killer stat that does everything. Instead, my general philosophy for the V2 combat engine is "Smart bots make better choices" - that is, they pick their targets more effectively, choose when to fight and when to go after the mission objective, and so on.
For example, I'm also working on some kind of range / position system so bots know where they are relative to each other, which is a lot harder than it sounds. Primarily, I want there to be an actual distinction between melee and ranged combat, and for bots to be able to choose which style they'd rather be in. A melee bot would want to charge in as fast as possible against a ranged bot, in order to deny it the chance to wear the melee bot down with fire, while the ranged bot would be trying to keep the melee bot out of close combat but in weapon range. (It may not eventually come to be, depending on whether I can find a way to do it that doesn't kill the server with constant pathfinding calculations, but even if it doesn't I'll have to find a way to represent melee vs ranged combat.) That's the kind of system where INT can come into play - having the bot choose, based on its own abilities and what it knows of the target, who to attack and what kind of attack to put against them. Choose well, and you get better XP and help your side to win; choose badly or leave it to random allocation, and you may get slaughtered.
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