Areal Combat design

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Areal Combat design

Post by MINDROP on Tue 28 Dec - 15:10:37

Okay, this is to specifically address how we are going to do areal combat. This will be added after the game is launched. Several things have been suggest, including a new interface with a game like thing with several stages. However, that requires pixel art for everything.

An Idea is to "float" the dragon and rider. Then have combat continue as normal. Things on teh ground can only attack or be attacked by range attacks, like a bow or magic.

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Re: Areal Combat design

Post by Night Angel Kage on Tue 28 Dec - 20:11:09

How about with fire as well? I mean attacking the people on the ground. WHy not be able to use fire as well?

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Re: Areal Combat design

Post by MINDROP on Tue 28 Dec - 20:14:26

Okay, and fire. It was an example. Dragon fire falls under range attack.

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Re: Areal Combat design

Post by Night Angel Kage on Tue 28 Dec - 20:19:07

Ah Okay, just making sure. xD

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Re: Areal Combat design

Post by Brisineo on Tue 28 Dec - 22:59:58

I'm still sticking by my 3 phase arial attack. It's close to the books, realistic, and the simplest that I could imagine while incorporating every important feature of an arial battle. Yes, it requires that someone pixel the entire thing, but it could be minimized. A simple background (Doesn't have to be that complex) and then only the sprites and icons would have to be made.

Though, we have to have this area of battle done fast, either in the initial release or the first update, because this is probably going to be one of the main lessons learned in Vroengard, and we don't know when Riders will start appearing. . .

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Re: Areal Combat design

Post by MINDROP on Tue 28 Dec - 23:41:01

Besides us mods, it wont be for about half a year, for those who play hours on end. (rough estimate). So, we will be fine for now. I would like to see it
get there, but that is a lot of pixel art.

We may need something in between release and your idea bris.

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Re: Areal Combat design

Post by Brisineo on Wed 29 Dec - 0:05:58

I wonder if you could make Ridership (And possibly at the same time, becoming a Shade) part of an Update, that would be released with the arial combat system? That would solve the problem, giving us as much time as we need to complete it, and without fear of people becoming Riders before than.

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Re: Areal Combat design

Post by MINDROP on Wed 29 Dec - 0:30:15

Hmm, yeah. that might be a good idea. The Rider places wont be available to get to for a while becuase of people's levels. Give us mods our dragons (I don't want my Mod character in the order) and then build that up later.

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Re: Areal Combat design

Post by Durz on Wed 29 Dec - 2:33:00

Ho, half a year until to become a Rider, that Is a lot of playing (not that I dont like it, cause I do). Good idea with the later update including shades, riders and arial combat

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Re: Areal Combat design

Post by Brisineo on Wed 29 Dec - 2:58:16

Though, we plan on getting this update in as soon as possible, since Ridership and Shadedom (Epic made up word!) will be a very highly prized position in the game.

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Re: Areal Combat design

Post by MINDROP on Wed 29 Dec - 3:00:09

Yeah, we need to get it in fast, but it can wait a spell.

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Re: Areal Combat design

Post by Durz on Wed 29 Dec - 3:09:59

We should think of something, with all of us working on it. We could also work on the ideas we have already.

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