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Re: Down with GURPS!

Posted By: Forrest (cache3.avtel.net)
Date: 2/7/2000 at 8:24 p.m.

In Response To: Re: Down with GURPS! (Drunken Ghol)

: This is the most likely explanation, although I dont
: beleave the Fir'bolg developed archery in the Ermine,
: but on the plain of scails. The probobly adapted their
: tactics to suit the forrest tarrain after they where
: established.

Where do you get this Plain of Scales bit? Did I miss that somewhere? Because as far as I know, we're not sure where the fir'Bolg originated from, or if they started out in the Ermine.

: I think this was a gameplay consideration, it would not
: do for 6 Archers to wipe out a whole platoon of
: warriors simpley because they where faster.

There's a BIG discussion (rapidly escalating into a flamewar) over this on alt.games.myth. I'm a firm believer in a "run" command which would allow units to briefly sprint away from danger instead of just casually sauntering away. But units which are normally faster (like Warriors) will still be able to catch up to them after a moment (once the archers tire out and slow down), and really fast and energetic units like Ghols, Myrkridia, and Berserks will be able to outrun them.

I'm thinking this would be implemented with something like a "vitality" or "stamina" bar (with the existing "health" bar being called "integrity"). Running, fighting, etc, even walking, drains a unit's vitality, which is constantly recharging (at varying rates for different units; tougher units like Warriors would be able to keep up a constant fast-walk, but couldn't run very much faster). When vitality gets to 0, the unit will stop and just stand there; if you push the unit further past there, integrity starts to drop, and if pushed way to far, the unit dies (or passes out, which may as well be death on the Myth battlefield).

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