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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 7:11 am 
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SK Character: Karsh
Dulrik wrote:
ObjectivistActivist wrote:
Will this change to fighting code now require a change to the skirmish helpfile, since it claims the skill allows you to continue to maneuver around your target while shooting?

Feel free to post opinions about how it ought to work at this point. It makes sense to me to re-allow you to move when skirmishing if you are fighting alone, but perhaps leave it the way it is now if you are in formation. Or at least if you are the leader of the formation.


Frankly, any character with skirmish should still be able to shoot and move provided they pass their skirmish check, along with anyone else in their formation. And if those people have skirmish and are using it, they should be given their check to continue firing, and should still be able to shoot and move. I mean, the whole idea of the skill is that they are so good with ranged weapons that they can devote portions of their attention to movement while still firing at their target.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 7:58 am 
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I am just posting to confirm that skirmish is broken and the 10% chance to delete the victim's pfile is not working correctly.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 8:07 am 
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On a more serious note, I think that ranged combat needs a complete overhaul as it is. Moving and shooting is cool and all, but you still can't switch targets with the shoot command.

But if we're just going to work with skirmish for now, it should always be active whether you type in "skirmish dulrik" or "shoot dulrik" if you have the skill you should be able to move about freely, just if you want to get that sweet first strike in, you'd have to type in "skirmish dulrik"

Also, bards should get skirmish. That'd be a better addition than shield block. Don't know how shield block would even help them, to be honest.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 8:24 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I'm really torn here. On the one hand, ranged combat was really lame before this change where you could just run around like a fool shooting people in defensive situations with absolutely no worries. On the other hand, skirmish is supposed to allow you to move while shooting.

Would it be possible to allow skirmishing PCs the option of moving while shooting if they pass a skirmish check, but at a high PE cost? Additionally, a failed skirmish check on moving should lag the shooter a round or two. I'm not sure how that would work on groups though.

Dulrik's idea on allowing it if you're fighting alone or if you aren't the leader of a formation sounds good too.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 8:31 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
If you are a scout, I have, now in the past, used skirmish to pull the NPC into my tamed pet, who can take whatever it was going to aoe, and then move out of range. A skirmish check would be okay to move but otherwise, it needs to be left alone.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 8:37 am 
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Edoras wrote:
I'm really torn here. On the one hand, ranged combat was really lame before this change where you could just run around like a fool shooting people in defensive situations with absolutely no worries. On the other hand, skirmish is supposed to allow you to move while shooting.

Would it be possible to allow skirmishing PCs the option of moving while shooting if they pass a skirmish check, but at a high PE cost? Additionally, a failed skirmish check on moving should lag the shooter a round or two. I'm not sure how that would work on groups though.

Dulrik's idea on allowing it if you're fighting alone or if you aren't the leader of a formation sounds good too.


I suppose we'll just overlook the fact that this change buffs your trib-mob-farming character and nerfs any defenders at the same time. 'Cause, you know, I'm sure that has nothing to do with your opinion.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 8:41 am 
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Location: Seattle
SK Character: Theodoric
Dulrik wrote:
- Added support for invincible aura vs counterstrike


:o


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 8:49 am 
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Someone ban Dulrik for sharing sekrat IC info.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 9:00 am 
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ObjectivistActivist wrote:
I suppose we'll just overlook the fact that this change buffs your trib-mob-farming character and nerfs any defenders at the same time. 'Cause, you know, I'm sure that has nothing to do with your opinion.
I've always thought that ranged combat + bounty NPCs was a stupid combination. If you'd like to give vilifying me a break and post your own opinion you might actually push the discussion forward.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 9:03 am 
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Edoras wrote:
ObjectivistActivist wrote:
I suppose we'll just overlook the fact that this change buffs your trib-mob-farming character and nerfs any defenders at the same time. 'Cause, you know, I'm sure that has nothing to do with your opinion.
I've always thought that ranged combat + bounty NPCs was a stupid combination. If you'd like to give vilifying me a break and post your own opinion you might actually push the discussion forward.


Yeah, I posted mine first, so nice try there. But no, villifying you is something you do well all on your own.


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