Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Adventure Combat abilities - Repeat last order hotkey & ranged aiming toggle  (Read 1886 times)

FantasticDorf

  • Bay Watcher
    • View Profile

Naturally, adventure mode is a bit micro-intensive & RNG based (not that isn't a good thing)

For certain activities it'd be nice if we could queue up repeats, that you were going to aim for anyway, and repeat both movement and melee combat

Repeating orders & Pacing

> Additional sub options to stop when tired, or when your health condition deteriorates or recieves a major status. Obviously in races that don't get exhausted you are afforded to be relentless with your attacks.

> Queued up orders execute when entering up the next tick and can be cancelled via hotkey, such in the case that you want to quickly climb up a wall face without designating every ledge

Ranged Aiming

> Largely factored in by the existing skill sets layered upon concentration & focus in giving the odds

> There are additional options on a second page to aim for internal organs, this is something that *could* be carried over to melee weapons but generally because of higher contact points, there is a greater requirement for it to be present in accurate ranged attacks. You can only know the internal organs of a animal if you have previous experience or have been reading up on your natural sciences, (though the player will meta-know the general body parts)

> To also keep it skill based, this doesn't factor in the distance and also the drop-off point of velocity so you will manually need to adjust yourself before throwing a dagger into somebody's heart without it trailing off.
Logged

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile

Naturally, adventure mode is a bit micro-intensive & RNG based (not that isn't a good thing)

For certain activities it'd be nice if we could queue up repeats, that you were going to aim for anyway, and repeat both movement and melee combat

Repeating orders & Pacing

> Additional sub options to stop when tired, or when your health condition deteriorates or recieves a major status. Obviously in races that don't get exhausted you are afforded to be relentless with your attacks.

> Queued up orders execute when entering up the next tick and can be cancelled via hotkey, such in the case that you want to quickly climb up a wall face without designating every ledge

Ranged Aiming

> Largely factored in by the existing skill sets layered upon concentration & focus in giving the odds

> There are additional options on a second page to aim for internal organs, this is something that *could* be carried over to melee weapons but generally because of higher contact points, there is a greater requirement for it to be present in accurate ranged attacks. You can only know the internal organs of a animal if you have previous experience or have been reading up on your natural sciences, (though the player will meta-know the general body parts)

> To also keep it skill based, this doesn't factor in the distance and also the drop-off point of velocity so you will manually need to adjust yourself before throwing a dagger into somebody's heart without it trailing off.
I like the idea of ranged target selection, but the problem with your last suggestion is that Dwarf Fortress doesn't really model body positions. It could probably say that the legs are on the ground easily, but past that, there's pretty much nothing saying where things are in relation to each other. So that wouldn't really work, and even if it did I think it would be out of place in Dwarf Fortress. I think it would be best to just greatly reduce accuracy of targetting a specific body part, particularly taking into consideration the size of the body part, and if it misses then give it a chance of hitting a random body part the way it does now.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

FantasticDorf

  • Bay Watcher
    • View Profile

~snip~

> To also keep it skill based, this doesn't factor in the distance and also the drop-off point of velocity so you will manually need to adjust yourself before throwing a dagger into somebody's heart without it trailing off.
I like the idea of ranged target selection, but the problem with your last suggestion is that Dwarf Fortress doesn't really model body positions. It could probably say that the legs are on the ground easily, but past that, there's pretty much nothing saying where things are in relation to each other. So that wouldn't really work, and even if it did I think it would be out of place in Dwarf Fortress. I think it would be best to just greatly reduce accuracy of targetting a specific body part, particularly taking into consideration the size of the body part, and if it misses then give it a chance of hitting a random body part the way it does now.

I agree that's a reasonable suggestion, brand new mechanic = shoot someone dead straight without them dodging still miss or have them parry the shot with their shield/clip on the armor; the shot carries straight through them (I mean the miss chance validating and not striking the target) if the velocity is not stopped, so you might well still shoot the person/thing standing behind them. Im directly referencing the BP system within the existing size system as my point of refence, given that all creatures do have relevant contact areas, even without as you quite rightly point out proper cubic sizing or 3D modelling

> A blind leech man (negative accuracy and concentration %) will never have the accurate proficiency as a highly tuned, commited and specialised elf archer with years of experience but can still shoot & hit a giant object like a elephant in the side.

> That accuracy system already exists, and the ranged target system acts as a boon to those with the proficiency to use it, as for instance a seasoned hunter can ambush and shoot a deer straight in the heart or lungs for a kill rather than shooting at it wildly, making them more efficient.

> You can demonstrate the contact area/size accuracy by setting up kittens to fight much larger creatures, the small agile kittens will be difficult to strike, hunting a small agile creature like a hare should be more challenging.

> You can probably remove silly jump dodges out of a lot of creatures, such as elephants for this reason or add tags [NO_DODGE/JUMP]

Also by 'positioning' i moreso meant where your hero is standing in physical adjacency to the target rather than literally bracing yourself for recoil or focusing your fire upon a target.

Basically gather up some admantium darts & a reliable dartgun and play dorf sniper elite, as you pick off heavily armed soldiers with ease with the small projectiles puncturing the internal organs like a hot knife through butter not to mention spilling some brains by directly shooting fearsome beasts like cyclopses through the brain
« Last Edit: December 24, 2016, 06:53:05 am by FantasticDorf »
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile

I think there should be a targeting UI improvement. Using a ranged attack should make the cursor default to the target until they go out of range. Melee attacking a target should cause that target to be selected and at the top of the list, as long as the attack key is not pressed while they're out of reach. Targeting mode could toggled under attack options for use with macros.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

KuudereChef

  • Bay Watcher
  • forgot to feed themself
    • View Profile

maybe to make ranged targeting more in-depth you choose to shoot the floor layer or wall layer?
Logged
raw death! praise the miners!

FantasticDorf

  • Bay Watcher
    • View Profile

maybe to make ranged targeting more in-depth you choose to shoot the floor layer or wall layer?

Thats interesting actually, i hadn't thought of that. Pull up the icon & like a advanced or general interaction button in fortress mode "shoot here"

Think of all the trickshot you could do.
Logged