Post by Gamov on Jan 29, 2010 14:51:58 GMT -5
Reading through the debate over the agility points, an idea came to me about how to possibly dissolve the issue of defense, attack and who hits who first, etc....
What if a system were implemented that would cost a player stat points to successfully accomplish maneuvers in response to their adversary's attack? The formula would be simple enough, the higher your stats are in a given area, the fewer points it would cost you to avoid or counter another member's attempt(s).
So, for example, if a player with 30 agility points were to attack a player with 20 agility points, the player with 20 points gets a chance to react to the attacker's move by "spending" up to 10 of his agility points in order to avoid the attack. Spending fewer points, say 5, would not allow you to completely dodge the attack, but at the very least would afford you the ability to get out of harms way (at a price) and prepare for a counter attack of your own, or to shore up your defenses.
This would also force players to utilize their character's special feats/abilities more tactically in a fight as opposed to just reading "I have X points to your Y points, so I do this.". An emphasis would now be placed on using your special feats to regain agility, Force, will power and strength points in combat so you can fight back against your enemy.
This same basic formula can be applied equally to Force battles. The higher your Force powers are, the fewer points it will take to counter a Force attack, and even fewer to counter an attack from a non Force using player. Will power battles could be decided in much the same manner, as can battles of strength. It will take more points on your part to counter a stronger attack from your foe.
So, for example, a player in the Force has 40 will points, to his adversaries 30. The attacker can attempt a mind trick by using, say 5 Will power points, but the defender can counter the attack and nullify it by using 10 of his own. Using 5 points in defense will not lead to completely dampening the mind trick, but the attacker will not be able to assume complete control over their opponent's mind anymore. The most they could now do is give the defender a horrible vision (as an example) to try and break the rest of their will. Obviously, the use of Feats, abilities and other beneficial perks still comes into play here and can determine the tide of battle depending on how they are used and when they are used in the course of an engagement.
Again, this is only a rough idea and welcome to criticism/opinions for improvement. Certainly, if such a system were to be used, it would force players to keep a closer tab on the battle with relation to how many points they use, what feats they used, what they have left for use, etc....
But, as far as I can tell, it would probably be the fairest way to go about personal combat by making actual use of the statistics you have available.
What if a system were implemented that would cost a player stat points to successfully accomplish maneuvers in response to their adversary's attack? The formula would be simple enough, the higher your stats are in a given area, the fewer points it would cost you to avoid or counter another member's attempt(s).
So, for example, if a player with 30 agility points were to attack a player with 20 agility points, the player with 20 points gets a chance to react to the attacker's move by "spending" up to 10 of his agility points in order to avoid the attack. Spending fewer points, say 5, would not allow you to completely dodge the attack, but at the very least would afford you the ability to get out of harms way (at a price) and prepare for a counter attack of your own, or to shore up your defenses.
This would also force players to utilize their character's special feats/abilities more tactically in a fight as opposed to just reading "I have X points to your Y points, so I do this.". An emphasis would now be placed on using your special feats to regain agility, Force, will power and strength points in combat so you can fight back against your enemy.
This same basic formula can be applied equally to Force battles. The higher your Force powers are, the fewer points it will take to counter a Force attack, and even fewer to counter an attack from a non Force using player. Will power battles could be decided in much the same manner, as can battles of strength. It will take more points on your part to counter a stronger attack from your foe.
So, for example, a player in the Force has 40 will points, to his adversaries 30. The attacker can attempt a mind trick by using, say 5 Will power points, but the defender can counter the attack and nullify it by using 10 of his own. Using 5 points in defense will not lead to completely dampening the mind trick, but the attacker will not be able to assume complete control over their opponent's mind anymore. The most they could now do is give the defender a horrible vision (as an example) to try and break the rest of their will. Obviously, the use of Feats, abilities and other beneficial perks still comes into play here and can determine the tide of battle depending on how they are used and when they are used in the course of an engagement.
Again, this is only a rough idea and welcome to criticism/opinions for improvement. Certainly, if such a system were to be used, it would force players to keep a closer tab on the battle with relation to how many points they use, what feats they used, what they have left for use, etc....
But, as far as I can tell, it would probably be the fairest way to go about personal combat by making actual use of the statistics you have available.