Author Topic: Native  (Read 3304 times)

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Offline Vodner

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Re: Native
« Reply #15 on: September 29, 2013, 01:30:45 am »
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Not a lot of power strike in Native, that could be good or bad compared to cRPG.
People usually wear less armor in Native, so it balances out. People generally drop in 1-3 hits (potentially more if you are one of the non-infantry classes, and your opponent is using the better armors).

Offline Ronin

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Re: Native
« Reply #16 on: September 30, 2013, 10:37:17 am »
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People usually wear less armor in Native, so it balances out. People generally drop in 1-3 hits (potentially more if you are one of the non-infantry classes, and your opponent is using the better armors).
People do wear less armor, yet armor works differently in crpg compared to native. Search for armor soak formulas. I like the system of native much much better.

I guess my program some how gained my passive dislike for that particular Faction.

(Also, those one thousand and one eyes seem to be helping quite a lot)
:lol:
Quote from: BlindGuy
Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

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Offline Vodner

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Re: Native
« Reply #17 on: September 30, 2013, 03:34:14 pm »
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People do wear less armor, yet armor works differently in crpg compared to native. Search for armor soak formulas. I like the system of native much much better.
 :lol:
The formula for soak and reduce is the same for both Native and cRPG. Native simply has slightly more soak, and considerably less reduce.

I do wish cRPG used the old values. Lethality was a lot higher prior to the increase in reduce (although glancing was more common).
« Last Edit: September 30, 2013, 03:45:03 pm by Vodner »

Offline Ronin

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Re: Native
« Reply #18 on: September 30, 2013, 04:20:12 pm »
+1
Glancing was more common when you failed to land a hit properly, making armor to serve a real purpose.
Quote from: BlindGuy
Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D

Offline Xant

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Re: Native
« Reply #19 on: October 01, 2013, 08:09:17 am »
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The formula for soak and reduce is the same for both Native and cRPG. Native simply has slightly more soak, and considerably less reduce.

I do wish cRPG used the old values. Lethality was a lot higher prior to the increase in reduce (although glancing was more common).
In general, I wish cRPG was more like it was in early 2011.

Glancing was a lot more common before the new values, but you still only glanced on bad hits. I didn't even notice a change in the amount of (my) glances before and after the change.
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Offline Ronin

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Re: Native
« Reply #20 on: October 01, 2013, 09:09:11 am »
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It was a much better system indeed. I was mostly using my armor to block unproperly executed attacks. The armor was more effective to ranged fire as well, save for high damage crossbows and jarids/t. lances.

However one should not forget that, armor weights in crpg in also halved. See for Mail Hauberk for example. It has 10.3 weight in crpg, and it has 19.0 weight in native (it is a funny fact though, it protects you much more in native). One thinks who the hell thought of this genuine idea.


What I would welcome is, to increase armor weights considerably and using the old armor soak formulas. Re-defining their values would be a better option rather than doubling the armor weights and leaving the protection values as they are now, as a group of milanese plate users would be slow as fuck but near to invincible to beat up close; with their 55.8 weight and 64 armor (not to mention the bonus from hand armor). Ranged will be of no help since these infantry can also use shields to protect themselves. It is just, the current balance is very much based on these armor soak formulas. It doesn't mean they can't be adjusted, or would you prefer playing with armors made of paper?
« Last Edit: October 01, 2013, 09:12:49 am by Ronin »
Quote from: BlindGuy
Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D

Offline Paul

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Re: Native
« Reply #21 on: October 01, 2013, 09:32:53 am »
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Ranged approximately uses the old soak and reduce values. Melee soak/reduce will stay as it is because I don't like bouncing from a perfect hit and I won't support battlefield apartheid with making platers invincible to 50% of the combatants. Armor weights in cRPG are realistic afaik. Finally saying current plate armors are made of "paper" is a bit retarded.

In my experience wearing heavy armor significantly increases the amount of operational mistakes one can make in a round while it's weight slowdown decreases the tactical freedom. In other words you can take more hits but you can't get away when being in deep shit. Seems fine to me.

Offline Ronin

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Re: Native
« Reply #22 on: October 01, 2013, 10:12:02 am »
+1
It is a better system to punish mistakes indeed, but it comes with a cost. Your armor doesn't protect you from unproperly executed attacks (doesn't make them glance), it only lessens the effects of them. It makes it impossible to use your armor offensively as you can do in native. In Native, you can get up very close to your enemy to make his/her attacks to glance on your armor; thus taking the initiative. In cRPG, this tactic fails as your opponent hits you in a realistically impossible way, he/she swings his whatever weapon he has and it executes a hiltslash. This makes cRPG to have, how to say, "less depth" in combat if you ask me. Your armor only acts as a dress with an + 10 life enchantment. It makes you die in 5-6 hits instead of 2-3. One might think it is more than enough, but in my opinion it lacks an important dimension of combat. It should require another knowledge to fight against an armored opponent. (such as benefitting from their slowness)


I'm not suggesting for perfect hits to bounce off of armor, nor I am suggesting platers to be invincible to 50% of combatants. I would just welcome to not feel like they are made of linen or silk (in order to not be a retard by stating that they are made of paper).
« Last Edit: October 03, 2013, 06:25:33 pm by Ronin »
Quote from: BlindGuy
Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D