tellub
Curator
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Post by tellub on Nov 25, 2013 7:44:25 GMT -5
My idea is to have a defensive posture option for when you dont want to attack move or use an item. It would end your turn and use all of your ap but give you a defensive posture allowing the next enemie's turn.
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Post by fallen on Nov 25, 2013 9:36:20 GMT -5
tellub - when an enemy attacks you, spend those AP on defensive actions?
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tellub
Curator
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Post by tellub on Nov 25, 2013 9:45:10 GMT -5
no this would be for when you are out of range and trying to lure them in knowing they are out of range too.
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Jamozk Ekhiss
Star Hero
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Post by Jamozk Ekhiss on Nov 25, 2013 11:04:25 GMT -5
I see what you're saying - so you can stay where you are for the turn, and simply let the enemy move again (so you can either put up an unbreakable defence, hunt them down unrelentingly or hit them with everything you've got the next turn).
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tellub
Curator
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Post by tellub on Nov 25, 2013 11:16:44 GMT -5
I wouldnt say "unbreakable" I would just add a marginable increase in def in this def posture, otherwise the balance could be thrown off.
but yes you get the idea of it.
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Post by gravismetallum on Dec 1, 2013 12:46:51 GMT -5
I would like a defensive option that allows you to counter close combat attacks with your own, costing ap as it should.
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Post by fallen on Dec 1, 2013 15:45:06 GMT -5
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Post by drdave on Dec 4, 2013 11:26:58 GMT -5
My idea is to have a defensive posture option for when you dont want to attack move or use an item. It would end your turn and use all of your ap but give you a defensive posture allowing the next enemie's turn. I think, basically, tellub means an "End Turn" button. It would be quite useful, especially for Cyberswords, The Hund is 3 squares away, you have 5 or fewer AP left. If you move towards it then it wins initiative, you get bitten. You want to be able to hold your ground, then yield initiative next turn so it closes on you then... "Whack!", "Zap!", dead doggie. In fact I just had a brainwave whilst typing, "Hold Ground" sounds much better than "End Turn"
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Post by slayernz on Dec 4, 2013 15:02:10 GMT -5
This is also something I'd want for HoS ... it makes sense because if you don't move or attack for a whole turn, then the game should treat that as you getting yourself into a position where you can defend yourself more effectively against the next wave of attacks. you should definitely get a defense bonus for every turn that you don't move, and even more of a bonus for if you don't move and don't attack.
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Slide87
Templar
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Post by Slide87 on Dec 27, 2013 10:41:06 GMT -5
This is also something I'd want for HoS ... it makes sense because if you don't move or attack for a whole turn, then the game should treat that as you getting yourself into a position where you can defend yourself more effectively against the next wave of attacks. you should definitely get a defense bonus for every turn that you don't move, and even more of a bonus for if you don't move and don't attack. I'd like to have in both games, where the defence bonus is related with the char remaining APs btw, +1 ...what i say, +2!!!
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Post by fallen on Dec 27, 2013 12:30:57 GMT -5
@slid87 - in Heroes, that would be limited to specific classes and their defensive Talents, such as the Dueler.
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Slide87
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Post by Slide87 on Dec 27, 2013 14:48:13 GMT -5
Such as in CK, fallen for Cyberswords, surely anyway, it's not a bad idea, in general(always on CK) i often reload or make a fake move (push move button then finish button without moving the PC) but i find this way as wasting my APs, any class I use... An End Phase or End Turn could be more useful, associated to the famous defensive bonus
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Post by Cory Trese on Dec 27, 2013 17:07:08 GMT -5
That AP spend is a critical part of the CK combat difficulty matrix -- not something I would support removing after all the work that went into building it and *proving* that it works so well from a balance, play and AI standpoint!
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Slide87
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Post by Slide87 on Dec 27, 2013 17:53:21 GMT -5
Cory i understand this, but it's also true that many times APs are wasted 'cause the only possibility is to pass the turn, 'cause it's the only thing to do it's also true that I, like some other players, don't take use of Defend/Evade button in defensive combat
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Post by Cory Trese on Dec 27, 2013 18:02:51 GMT -5
Cory i understand this, but it's also true that many times APs are wasted 'cause the only possibility is to pass the turn, 'cause it's the only thing to do it's also true that I, like some other players, don't take use of Defend/Evade button in defensive combat Then you are not playing the game as well as you could -- that's a choice you are making, right? The minimum cost for a turn is 1 AP, that's a baseline assumption for all the Cyberware, initiative and enemy designs. There are no wasted AP if you are playing optimally =)
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