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Preview Golden Land Combat Feature at RPGDot

Mistress

Liturgist
Joined
Oct 22, 2002
Messages
341
Location
UK
Tags: Golden Land

<a href="http://www.rpgdot.com">RPGDot</a> has posted their <a href="http://www.rpgdot.com/index.php?hsaction=10053&ID=466">second feature</a> on <a href="http://www.goldenland-rpg.com/goldenland.php">Golden Land</a>, this time focusing on combat (which happens to be turn-based, yay!). The feature includes a short Q&A with developers <a href="http://www.burut.ru/">Burut</a>.
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Here's a taster:
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<blockquote><u>"Overview:</u>
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Under normal circumstances the game is played in real time. However in the case of an enemy encounter the combat system kicks in and it switches into a turn-based mode. In this mode the concept of action points is used, where the player has a certain number of these action points that he can distribute in any way he wants. Anything the player wants to do in combat mode will cost some action points. However you don't have to use all allotted action points in your turn. Any unused action points can be used to strike back during the enemy's turn as well. In the opinion of the developers, this system gives the player more options and a more accurate control. It will give the player the possibility to show his tactical abilities. His success or failure will depend not only on his reactions but also on the strategy that is chosen.
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<u>Weapons and armor:</u>
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There are 15 types of weapons in the game such as swords, axes, spears, firearms, ranged weapons, crushing weapons etc.
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Armor is divided into 4 types - helmets, armor, shields and leg-pads.
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Ranged weapons such as crossbows and bows use various types of ammunition such as different types of arrows and bolts. The inflicted damage differs depending on the type of ammo used.
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During combat, your weapons and armor could wear out when it is being used, which influences their effectiveness. Weapons cause less damage and armor looses its defensive properties. You will have to take good care of your inventory and repair your weapons in time, so that your sword is always sharp and will not fall into pieces in battle. Whenever that happens it's good to have another weapon in one of the available weapon quick slots though."</blockquote>
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I noticed this in the <a href="http://www.rpgdot.com/popup.php?popup=2&games=586">Game Info</a>:
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<blockquote>"Over 400 unique <i>racy</i> characters with different appearance, attitude and behavior"</blockquote>
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Racy <i>and</i> turn-based. Sweet!
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Anonymous

Guest
In the opinion of the developers, this system gives the player more options and a more accurate control. ... His success or failure will depend not only on his reactions
Eh:?: Since when did turn-based need great reactions at all:?: The whole reason I play turn-based is that it challenges my mind and not my reflexes, I leave that type of game to the Diablow players.

Please tell me this is like a misprint or something.
 

Spazmo

Erudite
Joined
Nov 9, 2002
Messages
5,752
Location
Monkey Island
He's just saying that it won't be a twitch-click game. Obviously, you'll still need a certain degree of manual dexterity, but it won't be the only factor.
 

Anonymous

Guest
Second paragraph from the article:
In the opinion of the developers, this system gives the player more options and a more accurate control. It will give the player the possibility to show his tactical abilities. His success or failure will depend not only on his reactions but also on the strategy that is chosen.
I wish I could agree with you, but it doesn't mention the player character at all in that paragraph. Plus it's bit odd to mention just the reaction statistic out of the blue like that.

Why are such things sent to vex us :?: (or me at least :? )
 

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