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View Poll Results: Are you interested?
Yes, I'll help develop a Dominions Roguelike! 9 13.85%
Yes, I'll play a Dominions Roguelike if someone develops one. 39 60.00%
No, I'm not interested. 4 6.15%
What's a Roguelike? 12 18.46%
What's Dominions? 1 1.54%
Voters: 65. You may not vote on this poll

 
 
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  #24  
Old June 26th, 2005, 07:08 AM
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Endoperez Endoperez is offline
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Default Re: Gauging interest in a Dominions Roguelike...

If you wanted the character-generation to really go the Dominions way, then you would choose your race, then the god you worship (one for each nation/theme, possibly with some variation like Caelum pretender always liking magic but sometimes preferring Air, sometimes Water). Then you would choose your training (were you trained by a Hermit living in an abandoned Watch Tower, a Weapon Master of the Count whose Castle towered above your home village, was it that mysterious Crystal Mage living in that Wizard's Tower... OF course, Wizard's Tower shouldn't be as expensive as it is in dominions as it only shows preference of Magic over Might.

Ask Illwinter if you can use their items in it, and if they have any ideas. They link to Adom, Dungeon Crawl and Slash'Em on their home page, after all...


On the RGR.developemet newsgroup, there was just a discussion about combat tactics and styles. Two different styles were proposed:

Adom-style Tactics:
Choose your style and whack away, with differing abilities. Fencing gives you bonus to-hit, small bonus to damage, possibly extra speed if you are good at it, but you get severe maluses if you get surrounded and you can't use shield.
Agressive fighting gives extra str and att, but you lose in def.
Dodging would only work if you had some space around you. With it in effect, you get extra def and actually move to neighboring tile if attack would have hit you without extra def from dodging. The tiles would be those next to the attacker if there are suitable tiles next to him/it.


The second system would cause special movement/attack patterns to have special effects. Examples:
Move three times to the same direction. On fourth, if you hit someone, you perform a Charge attack.
If you have Halberd or similar long-reach weapon, striking to different directions give you bonus att and def. Think Hollywood or Bollywood action films. I would limit the change in direction to two "steps", so if you had attacked up, you could attack up-right, up-left, right or left and get the bonus. The bonus would come in after three attacks.
Wall-pinning. If your enemy is between you and wall, your attacks cause extra damage. If the enemy is in corner, the damage is increased and you get bonus att.
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