Seteriel -> RE: 2 suggestions for 2v2 (5/29/2014 4:51:11)
|
quote:
1. auto-attack/skip button. for people who go afk, it leaves the active partner at a disadvantage. To offset this, if a move is not chosen by the end of the turn it should automatically attack the opponent with the lowest hp. This leaves the issue of strategy because there are occassions where not attacking can be a part of your strategy (never used this before but I can imagine it) so to leave this option, you can give us a skip button that skips our turn without attacking. Highly supported. I've often had partners and enemies, who for unknown reasons didn't attack - and their 1 single attack on the opponent with the lowest HP would have finished the fight in the attackers favors. Also i sometimes have situations, mostly during first turn while looking at enemies stats+skills, that i lag out my turn. A simple auto attack would also be vital here. quote:
2. people who leave the battle before it's over, sometimes even before it begins, this is one of my biggest pet peaves. To counter this, I suggest placing an npc with equal stats, hp and mp with the person who left. There may be balance issues that I can't see with this so feel free to contradict me, but if this can be balanced I would like to see it happen. Difficult. It would mean a lot of server space to be able to duplicate every players build in use - and teach the AI how to use it. Easier and less "spacy" would be pre-generated NPCs (for example with lvl of 1, 3, 6, 10, 15, 20, 25 etc) and let them join if anything bad happens. Biggest problem here: when should they join ? If at battle start = during or before turn 1, where players most often leave, would probably be the easiest solution to accept. If during a battle, no matter if turn 2 or turn 19, this brings major problems again: is it "fair" that a NPC joins that late ? Shouldn't it have reduced HP/Mana ? But how to calculate this ?
|
|
|
|