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Combat skills reflecting character appearance and animations


Sledge

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I dont know anything about how Jagex makes runescape so I dont know how easy it would be to implicate this. But I may aswell suggest it.

 

 

 

I got to thinking, you start off as with reletivly no combat experiance, and your not very strong. But when you do get better your animations are the same and you dont have any added muscles unless you go to the varrock clothing shop. So here's what I got.

 

 

 

Attack: When you start off your attack animations should look clumsy. As your attack level goes up your attack animation changes to look more deadly. It wouldnt be a change that your ingame manual would show, would just be a ghost change like the rest of these.

 

 

 

Strength: You should start off fairly slim (or fairly heavy if they add something like that). As your level increases you start to tone up and eventually look like some body builder at 99 strength.

 

 

 

Defence: Same at attack, only the animation changes when you do your defence stance.

 

 

 

Range: When you start off you should mess up sometimes when trying to shoot an arrow, and having the arrow land at your feet (like pretty much everyone in rl when firing their first arrow in gym class #-o ). Eventually that doesnt happen anymore and your posture changes to look more professional.

 

 

 

Magic: Not really sure what kind of animation changes could happen here, but i'm sure they could find something.

 

 

 

 

 

Fighting Stances for the different attack styles: (credit to Blueleader9)

 

 

 

Change the characters basic stance for each of the attack styles (accurate, aggressive, controlled, defensive).

 

 

 

 

 

Having these would make fighting actually interesting and more diverse instead of repeating the same attack movements over and over again, aswell making your character more custom

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I think this could possibly be the best idea I read in long time. I think that this would be a great addition to the game.

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[spoiler=Stats:]Updated December 22, 2011:

 

Total level - 1442 - 170M+ XP , Combat level - 115

Combat skills: Attack - 90, Defence - 99 (24.45m+ XP), Strength - 90, Constitution - 99 (16.42M+ XP) Ranged - 99 (13.32M+ XP), Prayer - 60, Magic - 99 (13.25M+ XP)

Non-Combat skills: Cooking - 99 (13.80M+ XP), Woodcutting - 99 (31.95M+ XP), Fishing - 90, Firemaking - 99 (24.82M+), Crafting - 90, Smithing - 90, Mining - 85, Runecrafting - 60, Dungeoneering - 85

 

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very good idea. the only thing i could add is the different fighting styles should look different. ex. str: very heavy, slow, but powerfull attacks.

 

atk:i don't really know about this one, but maybe like little fast, acuarrate(sp?) pokes. Def: basicilly hiding behind your shield, but with a few pokes.

 

 

 

just my two cents :thumbsup:

 

 

 

but again very nice idea =D>

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I'm wearing Rune Axe.

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very good idea. the only thing i could add is the different fighting styles should look different. ex. str: very heavy, slow, but powerfull attacks.

 

atk:i don't really know about this one, but maybe like little fast, acuarrate(sp?) pokes. Def: basicilly hiding behind your shield, but with a few pokes.

 

 

 

just my two cents :thumbsup:

 

 

 

but again very nice idea =D>

 

 

 

Good thinking.

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maybe with defence it shows you trying to do 3 random things: didging the attack, parrying the attack, and block the attack. it would also effect the way you take damage because, parrying you wouold most likely need good dexterity provided by the attack/agility skill, block you could end up taking a bit of damage if you do not have a shield,dodging you could sometimes fall when trying to dodge it, making you miss a chance to attack and dealing a 1 or 2. also with strength, it should dictate which weight of weapons you can use (daggers,short swords need little strength compared to 2h's, battle axes, and war hammers, and each type of metal needs a higher strength level due to densities. Also you should require varying attack and strength levels for all weapons, so that your character is needed to be more evened out. Not only that, but if you eat more than you need to (Once you get full hp, you keep on eating), you should gain weight and this could be lost by battling, running, wcing, mining, etc. also, the higher your strength, the longer your running points should last, and also the more your strength the less you will gain weight, like you will gain 1 fat point per hp point over-eaten with 1 str, while you gain 1 fat point per 10hp points ovewr eaten with 99 str. your total fat point will add up and result in more base weight carried. (like if you ahve 10 fat points and you are not wearing anything, you will be carrying 5, maybe 10 extra kilos). You should also gain fat points from jsut standing in one spot for a while. Also if you are carrying alot of extra weight, then you should lose fat points faster when running, etc.

There's no such thing as regret. A regret means you are unhappy with the person you are now,

and if you're unhappy with the person you are, you change yourself. That

regret will no longer be a regret, because it will help to form the new,

better you. So really, a regret isn't a regret.

It's experience.

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also with strength, it should dictate which weight of weapons you can use (daggers,short swords need little strength compared to 2h's, battle axes, and war hammers, and each type of metal needs a higher strength level due to densities.

 

 

 

That wouldn't work because Mithril items are the lightest metal in the game I believe :P

 

 

 

And as for the suggestion of the type of weapon, they already have something like that when it comes to Hallys and other weapons like Granite Mauls(require a certain str lvl to wield.)

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Sounds interesting, but these days how many people really speak Pirate?

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hmm, sounds like Unreal 2004 to me..

 

You choose novice: a whimpy guy crying

 

You choose unreal mode: a tough guy with muscles and lightning atound him.

 

 

 

Good idea = yes

 

Implimented into game = no

 

to much space used = yes

 

bad for non-combat skillers = yes

Joined Runescape: 23/01/02 |||. Retired from Runescape: 07/07/2007

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great idea but yeah i doubt it will be implemented into the game. But yeah nice thinking! :P

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Range: When you start off you should mess up sometimes when trying to shoot an arrow, and having the arrow land at your feet (like pretty much everyone in rl when firing their first arrow in gym class #-o ). Eventually that doesnt happen anymore and your posture changes to look more professional.

 

 

 

 

Thats just for you, when I fired my first arrow, it went speeding across the gym and hit the clock, lol. From that day until it was fixed time in the gym stopped still at 1:23:35.....good times.....good times.

 

 

 

 

Magic: Not really sure what kind of animation changes could happen here, but i'm sure they could find something.

 

 

 

Maybe when you fail a ? appears above your head. from level 1-20 you get ???

 

from 21-40 you have ??

 

from 41 onward ?

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I think when a player casts a spell it should look like Tai Chi, with fast, graceful movements, gathering chi (energy) and then expelling it in the form of a spell. Example: For Earth Wave, the player rolls their hands up the center of their body, gathering energy, then forms it into a ball, and pushes off the back leg, sending the Earth chi at the enemy. Cool, eh?

 

 

 

(Folks who do Tai Chi, example move is from the Beijing simplified set.)

~~Fight the Machine!~~

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maybey when they first cast spells they fall backwards?

 

 

 

Yeah, that sounds good, or the elemental energy they gathered overcomes them and they are blown backwards, or take damage?

 

takeing damage would be pretty weird though cuase of the fact if its someones first time on rs they ould be confused and less people would be training mage

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Maybe it should be that you have a choice to use runes or energy for magic, like runes can cost alot so some people don't want to go through the hassel to buy them, but if people had a choice to use their energy or use runes then magic could change alot, I think energy spells could be a little slower and a little weaker (10% for both) WHile rune spells would be faster but stronger (10% for both again) because rune people would have to either make or buy their runes so it should be stronger while energy people could just cast a spell, the stronger the spell the more enrgy it uses, and tele spells would just require the same amount of energy, maybe 30%?

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