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Old 14th May 2008, 01:55   #1 (permalink)
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Default Mixed Units Tactics (alternative to class restrictions)

the basic reasoning the Dev's gave us for class restrictions is:
Quote:
Mortal Online will have class restrictions for several reasons, the main one being that we want to encourage interaction between players. For instance, forming an independent guild that can manage entirely on its own will require a broad spectrum of characters, not just a few with all the necessary skills.
i propose simple yet potentially better ways of doing it, collected from the diverse number of ideas and thought's I've read throughout this community:

6) food consumption
you want us to depend on each other? to make the "lone wolf" into the exception? give our avatars needs which require civilization in the first place.
if you a player wants to be a lone wolf, let him give it a try, but beware of the challenge: he'll need to actually survive.
this would also serve as a natural maintenance requirement for over sized guilds, as the bigger the number of players they have, the bigger the territory they'll need, and the more spread & fragile they will become.

5) weight affects & inventory management
a limited inventory size would mean that even if the characters are all rounded, they would still need to pick & choose their role on the battlefield at any given time, depending on which weapons, armor & items they decide to carry.
weight affecting stamina lost, motion speed & dodging, would likewise make them choose between roles which require a lot of items (like a knight) and roles which require quick maneuverability (like a scout). possibly something similar can be done to magic.

4) a defense for every offense
defensive skills such as dodging, parrying, shielding, running or even castle construction & armor crafting, should have at list as much meaning (or more for prolonged fights) as offensive skills. this means that for every assault you can make, someone can defend against it, so at no point in time is a skill "good enough", there is always a need for further progression.

3) make being a specialist worth while
global cap or no cap at all, either way, skill differences should mean at higher levels of proficiency exactly as much as they mean at lower ones - no "soft cap per skill" of decreasing affects and no "hard cap per skill" of training one skill after the other: this means i get as much of a benefit or more from training 100% of the time on a single skill as i would from training 50% of my time in one skill & 50% of my time in another.

2) strength in numbers
by making player skills to be the most crucial factor in a fight, everyone counts on the battlefield, not only the highest skill levels, meaning that a player guild will for the most part be better equipped for a battle or a war the bigger it is. and the result? the same as in reality: when you have more people in a society, more of them can specialize in more specific roles:
1 player might be all rounded, but with 10 players you'll have melee & archery, with 20 players you'll have cavalry flankers & spears, with 40 you'll have scouts & spies, with 100 you'll have crafters & farmers being protected by the rest.

1) mixed unit tactics
this is simply the most basic one of all - give us the environment, height affect, momentum, weather, and diversity of possible actions to make mixed unit tactics worthwhile on the battlefield. once you have that, then trust us: we will use mixed unit tactics to get the upper hand, and we won't need class restrictions to encourage us doing so.
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