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Is this a good idea?

 
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Slime
Objection!!!




Joined: 27 Feb 2005
Posts: 170

PostPosted: Wed Mar 23, 2005 5:01 pm    Post subject: Is this a good idea? Reply with quote

If you have played Golden Sun, you will understand easily.

I want to make weapons that may do an extra attack.

EXAMPLE:
FlameSword: 10% chance of casting Flame.
Chain to Flame: 10% chance of success

The sword attacks normally, then there's a chance of an extra attack, wether it be damaging, healing, or both, at no MP cost.

This works sort of like the Artifact Weapons in Golden Sun.

So, what do you guys think?
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phyrfox
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Joined: 20 Feb 2005
Posts: 96
Location: New York, USA

PostPosted: Wed Mar 23, 2005 5:09 pm    Post subject: Re: Is this a good idea? Reply with quote

Slime wrote:
If you have played Golden Sun, you will understand easily.

I want to make weapons that may do an extra attack.

EXAMPLE:
FlameSword: 10% chance of casting Flame.
Chain to Flame: 10% chance of success

The sword attacks normally, then there's a chance of an extra attack, wether it be damaging, healing, or both, at no MP cost.

This works sort of like the Artifact Weapons in Golden Sun.

So, what do you guys think?


Why not? You can do whatever you want to do. In fact, many games had that, including some of the most popular games in roleplaying history (such as Final Fantasy, which had equipable weapons that would sometimes cast an attached spell when they hit). You can use the "chain to attack" combo using a given percentage chance, and place them on that attack sequence. To make it simple, you can make it chain to already existing spells, or create your own special not-listed sub-spell category (perhaps, for example, the normal "fire" spell on top of an attack would be too strong).

I personally like the effect; it's a way to get extra damage at least part of the time. Making such items should either be (a) near the end of the game or (b) really expensive to buy/make. Most of the games I've seen had a fairly good balance with those, but you have to be careful, since obviously a warrior who gets his hands on such a weapon would do a lot more damage than your magic user (well, maybe not; his magic stat's probably quite a bit lower).

Think, then do. Then test. Then adjust. Lather, rinse, repeat.

And a little "tip" from game design gurus: Choose a number you think will work. Test it. If it's over effective, cut the base amount in half. If under effective, double it. Odds are, if you adjust by one or two points at a time, it'll be so small, you won't realize the difference. Don't worry about perfect, worry about "close enough."

~= phyrfox =~
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Moogle1
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Joined: 15 Jul 2004
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Location: Seattle, WA

PostPosted: Wed Mar 23, 2005 5:09 pm    Post subject: Reply with quote

Yes, that's exactly how you'd do that. (I think that's what you were asking.)
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Slime
Objection!!!




Joined: 27 Feb 2005
Posts: 170

PostPosted: Wed Mar 23, 2005 6:40 pm    Post subject: Reply with quote

OK, thanks. I'll try to come up with interesting effects, such as drain enemy's MP.
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Ssalamanderr
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Joined: 14 Feb 2003
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PostPosted: Wed Mar 23, 2005 7:28 pm    Post subject: Reply with quote

In my old project I had something like this. You could equip two weapons at once (actually one item with two linked attacks). The second weapon usually had a wierd ability like status ailments or drain mp, etc.

In my currect project I'm going to allow the character to get up to 10 attacks (of course there is a very low chance of this happening).

You can also make a "critical hit" type attack in the same way.

I love the chain command.

I don't necessarily think this has to be expensive or hard to find. If you balance it correctly then it should be fine any time in the game.
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