I was thinking that we may want to have a section of the RPS that tells players how to use different fighting styles effectively and includes tutorials for those styles. It would include advice on how to use HP depending on the different target size levels and with skill differences.
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This is a good idea. Yet, we have much more elaborating to do than just this, the combat tutorials don't even cover weapon usage! The tutorials, especially the combat tutorial, is going to need some work on our next release (the one after 2003.03.19)
What do you mean by "explain how to use different fighting styles?" In Kung Fu, each shoulin 5 animal represents a different stratagy. You know a lot about Hun Gar Kung Fu because of thier high emphasis on the Tiger and Crane stratagies. You know that the Choy Lay Fut guys are comming with a very wide variety of techniques becuase the 5 animals just aren't enough for them. If some guy says he's a crane specialist, then just about anyone could guess what to expect. Perhaps we could figure out a classification of stratagies not entirely unlike this: Berzerking, Evading, Assasonating, Apprehending, Dualing, things like this that would compliment the player's stratagy instead of dictate it.
Cataloging the popular martial arts would be tedious. (FYI: Examples- Aikido uses mostly Passive Deffense, and offensively uses only moves that are both counter attacks and grapling attacks. Kempo uses a lot of light attacks (low Hit Point attacks), rarely grapling. Shotokan Karate is obviously all about running over the opponent with high-power strikes (very high HP strikes only, even thier "blocks" are offensive.) Pancrase, Muay Thai and even the Knock-Down karate Styles (Enshin, Kykushinkai), and other kickboxing/no-holds-barred styles are actually harder to classify, because they are actually based on actual fighting and less on idealist stratagy, so they are more like just regular use of the combat system. (Many traditional Choy Lay Fut Kung Fu schools, for example, teach just about all the the stragies mentioned here and then some, plus detailed weapon insturction, and it's developed as it's own style a while before most of the japanese martial arts discussed here.) You could easily figure out what Judo would be, light upright strikes only, with a wide range of grappling attacks, strong emphasis on high-power throws and ground fighting, actually very different from Aikido. I do have to say that martial art styles that emphasize "control", like most of the "Karate for kids" styles, have to remain excluded from this conversation because they are almost irrelevant to a conversation about real physical conflict.) And actually, if we were to cataloge the popular martial arts, perhaps we would do it as a suppliment to the H&S RPS instead of as a part of it.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I was thinking that we may want to have a section of the RPS that tells players how to use different fighting styles effectively and includes tutorials for those styles. It would include advice on how to use HP depending on the different target size levels and with skill differences.
This is a good idea. Yet, we have much more elaborating to do than just this, the combat tutorials don't even cover weapon usage! The tutorials, especially the combat tutorial, is going to need some work on our next release (the one after 2003.03.19)
What do you mean by "explain how to use different fighting styles?" In Kung Fu, each shoulin 5 animal represents a different stratagy. You know a lot about Hun Gar Kung Fu because of thier high emphasis on the Tiger and Crane stratagies. You know that the Choy Lay Fut guys are comming with a very wide variety of techniques becuase the 5 animals just aren't enough for them. If some guy says he's a crane specialist, then just about anyone could guess what to expect. Perhaps we could figure out a classification of stratagies not entirely unlike this: Berzerking, Evading, Assasonating, Apprehending, Dualing, things like this that would compliment the player's stratagy instead of dictate it.
Cataloging the popular martial arts would be tedious. (FYI: Examples- Aikido uses mostly Passive Deffense, and offensively uses only moves that are both counter attacks and grapling attacks. Kempo uses a lot of light attacks (low Hit Point attacks), rarely grapling. Shotokan Karate is obviously all about running over the opponent with high-power strikes (very high HP strikes only, even thier "blocks" are offensive.) Pancrase, Muay Thai and even the Knock-Down karate Styles (Enshin, Kykushinkai), and other kickboxing/no-holds-barred styles are actually harder to classify, because they are actually based on actual fighting and less on idealist stratagy, so they are more like just regular use of the combat system. (Many traditional Choy Lay Fut Kung Fu schools, for example, teach just about all the the stragies mentioned here and then some, plus detailed weapon insturction, and it's developed as it's own style a while before most of the japanese martial arts discussed here.) You could easily figure out what Judo would be, light upright strikes only, with a wide range of grappling attacks, strong emphasis on high-power throws and ground fighting, actually very different from Aikido. I do have to say that martial art styles that emphasize "control", like most of the "Karate for kids" styles, have to remain excluded from this conversation because they are almost irrelevant to a conversation about real physical conflict.) And actually, if we were to cataloge the popular martial arts, perhaps we would do it as a suppliment to the H&S RPS instead of as a part of it.