Path of ForgePreamble
9/25/2023Melee combat revamp [toc] Maintainer Design Flows :::warning This section describes design flows that are meant to be upheld in the PR process. PRs that go against this section are subject to closing. Please do not edit this section unless you are a maintainer. Comments via sidebar are welcomed. ::: Problem statement Right now, melee combat does not seem like a good gameplay option, mostly it involves pixel hunting based clicking with the focus entirely around stunning your opponent or dealing as much damage with the biggest weapon you can find, and there's very little beyond that. Most of the different classes of melee weapons do not play any differently to each other, and only differ in amount of hand slots used or damage dealt (with the associated impact on wounding)
9/28/2022The current construction system as it exists on TG is functional, but is also too slow and clunky to really make for any good content. This proposal aims to make construction easier, particularly for engineers. However, we have to balance this with the fact that being able to construct walls, windows and other items has significant grief and combat value, therefore, any such large scale construction system needs to handle this. The easiest way to manage it, is to require a large bulky item that is impracticable to use in a combat situation (outside of unique scenarios where the payoff is worth it), and also make automated construction take time, but be faster in a bulk scenario. This document intends to outline an approach that hopefully meets these goals, allowing significant large scale construction and repair, without turning the combat meta into a game of tower fortress where everyone duels with construction systems (although that does sound like an interesting gamemode someone look into that). The New Construction system A new mobile vehicle (that operates kind of like a mulebot, but has good code) called the Rapid Assembly Tractor or RAT is added. This vehicle can be driven to a location (run speed), and has a slower auto follow mode (walk speed), where it tries to follow you around as you walk, this has a far larger inventory and is the right choice for long term building.
6/12/2022Golem redevelopment [toc] Maintainer Design Flows :::warning This section describes design flows that are meant to be upheld in the PR process. PRs that go against this section are subject to closing. Please do not edit this section unless you are a maintainer. Comments via sidebar are welcomed. ::: Problem statement Golems, although they have a reasonably large number of subtypes, are not particularly mechanically or materially interesting to actually play and or interact with. Most of the subtypes boil down to human, but with x gimmick and a lot of the gimmicks are not particularly good either.
6/8/2022or
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