[MUD-Dev] Balancing Melee vs Ranged Combat in Games Which Model Space
Brian Hook
bwh at wksoftware.com
Wed Apr 4 23:26:34 CEST 2001
At 12:54 PM 4/4/01 -0500, Daniel.Harman at barclayscapital.com wrote:
My initial thought is that many of your ideas can be categorized under
"Make ranged combat a second class citizen" (which is fine if you want
to emphasize melee combat over ranged combat, but a goal for me is to
make the two separate but equal).
> my response to long range verses short range combat would be as
> follows.
> 1. make it so that if the monster HAS no effect on the player that
> the monster gives NO loot and NO experience.
This is an extreme form of nerfing. Imagine the scene:
"Dariad spotted the wild boar 40 paces away. Carefully aiming his
recurve, he looses an arrow. A feathered blossom erupts behind the
boar's shoulder. A Critical Hit! The boar staggers and turns, then
spots his foe. Coughing blood, it charges at Dariad. Quickly the
ranger nocks another arrow and fires, sending a shaft through the
wild pig's ribs. It stumbles on, takes several more clumsy steps,
then falls dead at Dariad's feet."
Damage inflicted to Dariad: 0
Experience awarded: 0
Boar meat awarded: none
Dariad says, "Doh!"
Dariad remembers next time to let the boar inflict trivial damage
before giving the coup de grace.
> 2. make it so that the monsters get a greater
> dodge/shield/protection against a ranged attack with each
> successful hit.. maxing out at something like 80 resistance.
This may be a bit extreme, however I think a target that is charging
and aware of the missile using enemy should get a sizable defensive
bonus. It balances things AND makes sense.
> 3. make it so ranged attacks do less damage.
Ugh. That's a fairly arbitrary nerf.
> the players have 2 thoughts when killing.. the time it takes for
> them to kill stuff and how much damage they take. they are going to
> try very hard to take as little damage as they can so they can
> immediatly kill something else right after. if it takes a long time
> for them to kill stuff with just ranged then they will group or then
> will learn melee.
First, I would say that's a fairly huge generalization. Second, there
is enough evidence to the contrary -- druids soloing guards in EQ.
> 4. make ranged weapons not work within 20 to 30 feet. so when a
> monster gets close they have to switch.
This also feels rather arbitrary. Instead, how about making the
archer at a huge melee disadvantage as long as a bow is equipped, and
make the weapon switch time fairly lengthy.
> 5. make wielding a ranged weapon or magic wand give BIG
> pentalities to skills such as dodge and defenses.. since they are
> focused on aiming...
That makes sense.
> 6. give monsters the ability to reflect ranged attacks back if the
> monster cant get to the attacker. for example the monster is now
> at 25% health and it hasnt done any damage to the player. the
> monster huddles down and concentrates its powers... all ranged
> attacks will reflect back to the shooter... and the first melee
> attack on the monster will reflect and deal 50percent damage to
> the player....
Egads, that's horrifyingly kludgy.
Brian Hook
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