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Offline Korugar

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337040#msg337040
« Reply #12 on: May 19, 2011, 08:16:04 pm »
I don't know...I think the biggest problem with the example is that move actions have to be the last action performed. I know it makes sense in some ways(a lot, actually), but...

Offline Kakerlake

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337045#msg337045
« Reply #13 on: May 19, 2011, 08:31:57 pm »
Great idea! love it =)

A minor flaw that popped up in my mind is:
Aggressive Attack would need some changes. With the ability to move two spaces, it won't always stop an opponent from evading the action, anymore. So would some Fast Travels, such as Death's Death March. I imagine simply increasing the distance traveled would work, though.
^this.
If I want to attack someone who is on the same field as I am, he can just move 2 spaces away and my Agro Attack wouldn't work. Treating the 2 moves as one big move would fix this though. Agro Attack would then just follow the player wherever he's going by normal movement, allowing a possible maximum movement of 3 hexes (one move, aggro attack someone who moves 2 spaces). If you want to fix this as well, you could say that Agro Attack follows only one step, intercepting the opponents 2nd step, so both payers will be one hex away from the attacked hex.

Offline ZephyrPhantom

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337060#msg337060
« Reply #14 on: May 19, 2011, 08:54:38 pm »
It's an interesting idea, and simplicity always = good. The combining agressive attack and move suggestion posted by Kaker looks like a good way to balancing attacking w/dodging, and 2 hexes a turn seems much less tedious by making the game a little faster.

This will also affect all the movement skills a lot, especially Air's "Cloud Rider" skill since it used to make move free. Would giving an extra Move action be a good skill replacement for it?

Offline TimerClock14

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337089#msg337089
« Reply #15 on: May 19, 2011, 09:38:16 pm »
This would make the forms a bit easier to code, and by a bit I mean a lot.

I like this change. It makes everything much simpler, and I won't be so crestfallen to see a wasted action point every couple rounds or so.
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Offline Avenger

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337110#msg337110
« Reply #16 on: May 19, 2011, 10:02:01 pm »
You could still make some actions take 2 points (like using stone of return).
I like that i can move 2 hexes in a round.
Skipping occupied hexes, running away from a scary opponent (like that monster), etc.

Offline Kuroaitou

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337285#msg337285
« Reply #17 on: May 20, 2011, 04:19:06 am »
I imagine Clockmaker would get the BIGGEST boost in this change; 2->3 actions is a huge bonus for the :time element, but I can't tell if it's really that strong or not, so we'll see what happens. Manipulate Time would also deal with this same issue in reducing a player's action to only 1 action that turn...

I like the change nonetheless, but if we're going with this new model, is it okay if we re-examine some of the skill trees at some point? ^^;

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337288#msg337288
« Reply #18 on: May 20, 2011, 04:35:27 am »
Great idea! love it =)

A minor flaw that popped up in my mind is:
Aggressive Attack would need some changes. With the ability to move two spaces, it won't always stop an opponent from evading the action, anymore. So would some Fast Travels, such as Death's Death March. I imagine simply increasing the distance traveled would work, though.
^this.
If I want to attack someone who is on the same field as I am, he can just move 2 spaces away and my Agro Attack wouldn't work. Treating the 2 moves as one big move would fix this though. Agro Attack would then just follow the player wherever he's going by normal movement, allowing a possible maximum movement of 3 hexes (one move, aggro attack someone who moves 2 spaces). If you want to fix this as well, you could say that Agro Attack follows only one step, intercepting the opponents 2nd step, so both payers will be one hex away from the attacked hex.
Moving 3 vs 2 defeats the whole purpose of the change.
If they run at full speed and then you will be the same distance away at full speed following them.
If they they move at base speed so they can stop to pick up nuts (capture or some other menial action) then you get to them because you have spent more effort covering ground.

Offline TStar

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337292#msg337292
« Reply #19 on: May 20, 2011, 04:49:31 am »
I still don't understand why having the Attack phase occur first isn't the easiest solution.  If attacks happen before Skill or Movement, then all of this is a non-issue and we wouldn't be forced to try and make so many changes to everything to try and accomodate a 2 action system.
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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337353#msg337353
« Reply #20 on: May 20, 2011, 08:12:19 am »
Turn Orders
Intitive values need to be applied.
Work in progress.

Menial (Train, Craft, Trade)
Move (May Move to an adjacent hex)
AttackMove (May move up to 1 hex to Engage the named Target)
Attack (Engage with a non-friendly target in the hex you end)
Free Action (Take Quest, Complete Quest)
Protect (Move up to 1 Hex and accept any Engagements to the target, follow the target, If the target is fortified, so are you.)
Capture (Capture the hex you are in, if prevented devolves to an engagement with the preventing party)
Fortify (Forego movement for a combat bonus)
Defend (Engage any non-friendly party attempting to move through this hex)
   

DAWDLE       = Menial + Menial + (Free)
WANDER       = Move + Menial + (Free)
MARCH        = Move + Move + (Free)
PURSUE       = Move + AttackMove
xxx          = Menial + AttackMove
xxx          = Menial + Attack
PATROL       = Move + Attack
PROTECT      = Move + Protect
CAPTURE      = Move + Capture
xxx          = Fortify + Attack
FORTIFY      = Fortify + Menial
DEFEND       = Fortify + Defend   
 

Offline RavingRabbid

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337471#msg337471
« Reply #21 on: May 20, 2011, 03:30:24 pm »
I like the current system, but simple = better.
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Offline TimerClock14

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337559#msg337559
« Reply #22 on: May 20, 2011, 06:48:10 pm »
bla
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Offline TimerClock14

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Re: WoE Alpha - Major Skill/Action Change? https://elementscommunity.org/forum/index.php?topic=26491.msg337616#msg337616
« Reply #23 on: May 20, 2011, 08:24:13 pm »
*snip*
This might be in the wrong thread, Timer, since it's meant to be about WoE Skills, not Reputation. ^^;
-.-

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