Party icon locking
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Party icon locking
Party turning is sweet, but without the ability to lock characters in combat, or into your tactical positiionong, then you are still at the whim of the moinsters attacking you rather than able to attempt some intelligent attacking manouveurs. I don't know how to do this though, since the right mouyse is for turning, left picks up, and anything else would harm the clean interface...maybe picking up a character and placing them in the same position again locks/unlocks them (has some graphic like shading to show this)
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
Yes and no: I would like to have more advanced tactical options here, on the other hand it is very realistic that a character does not ignore the big pain rat just biting him/her. So I would like to have an option to lock a specific characters facing so the character would realign to that facing automatically except in those very moments he actually gets attacked. So when you have a pair of pain rats attacking your 2 front fighters and a screamer attacking your rear mage from the side and you have that mage locked to front facing, that rear mage would face frontward ready to cast fireballs upon the rats, would then face sidewards when attack by the screamer but would then automatically face frontward again until again attacked by that screamer.
While left-clicking upon the character icon should pick up that character as usual, right-clicking should be changed to locking, and turning should be done via a small extra-button beside every character icon, wich will turn the character left if left-clicked and right if right-clicked.
While left-clicking upon the character icon should pick up that character as usual, right-clicking should be changed to locking, and turning should be done via a small extra-button beside every character icon, wich will turn the character left if left-clicked and right if right-clicked.
Parting is all we know from Heaven, and all we need of hell.
On locking party members.
I like the solution for realistic party reaction, with the change facing when atacked, however I have a simpler(?) idea for how to control locking.
How about this?
Left click unlocks.
Left drag unlocks & moves.
Right click locks.
Multiple right clicks cycle facing with locking.
Right drag moves with locking.
This way eliminates extra buttons and (for me anyway) seems more intuitive.
How about this?
Left click unlocks.
Left drag unlocks & moves.
Right click locks.
Multiple right clicks cycle facing with locking.
Right drag moves with locking.
This way eliminates extra buttons and (for me anyway) seems more intuitive.
Don't be scene or herd!
My initial idea, i think, was right click span and locked, left click moves and unlocks, (kinda as you say kaspian)...it was just that since george had already used those up for turning and moving it knocked my idea for locking using that - my previous post is buried in the archive/suggestions somewhere
and also the point was that locking was un-DM like, so i wanted something ignorable by players, a 'lock' button might be in the way for fast switch-overs
Whiel the bounce is interesting (it's liek a rellex) it still might be annoying, plus probbaly a hasle to code! : )
The point is that an intelligent party won'y go 'oh, pain rat, i'll turn and hit it with a disrupt,' it will go 'there's a pain rat on my arm, i need that weak ghost dead NOW
That's what annoys me, when surrounded is the time you most need an intelligent use of party members
instead the party behaves like 'huh, somehting hit me? huh, somethign hit me? and ping-pongs aorund, so distributes the damage around if you are lucky when you want to focus as much power on one set of targets, or a weak link
and also the point was that locking was un-DM like, so i wanted something ignorable by players, a 'lock' button might be in the way for fast switch-overs
Whiel the bounce is interesting (it's liek a rellex) it still might be annoying, plus probbaly a hasle to code! : )
The point is that an intelligent party won'y go 'oh, pain rat, i'll turn and hit it with a disrupt,' it will go 'there's a pain rat on my arm, i need that weak ghost dead NOW
That's what annoys me, when surrounded is the time you most need an intelligent use of party members
instead the party behaves like 'huh, somehting hit me? huh, somethign hit me? and ping-pongs aorund, so distributes the damage around if you are lucky when you want to focus as much power on one set of targets, or a weak link
