http://www.youtube.com/watch?v=_bYYT6Wg3Gg
Za Carebearje pa ne priporočam ogleda, ker si pol preveč zrajcan.

Jaaldir je napisal:
The mother of all games?:o
MarkT je napisal:Jaaldir je napisal:
The mother of all games?:o
ne


Darkfall was created with player and clan warfare in mind. In designing the combat gameplay, the simulation of military tactical aspects of combat required technical and design innovations to be implemented. In this article we'll look at some of the basics.
Aimed attacks
There's no target selection in Darkfall; all attacks are aimed. Leading the target in ranged attacks, firing flights of arrows toward an advancing formation, aiming your area of effect attacks for maximum efficiency or for a directional blast effect, give you more control on our attacks. Putting your targeting reticle on a player also provides identification.
Collision detection
How can you make a stand when your enemies can just run through you?
Characters in Darkfall collide with, rather than passing through each other. Collision detection makes formations possible and necessary in group combat. You can block entrances and exits, use chokepoints, and protect your healers and ranged fighters effectively. You can actually surround your enemies, perform battle maneuvers, deploy your forces based on your enemy numbers and formation, etc.
Pushing
You can push players who are blocking you out of the way. You can crash into a formation with your mounts, which can also push. You can use pushing to help your friends reach otherwise unreachable places.
Manual defensive blocking
You can choose to block attacks manually. This has many tactical ramifications in both single-player and group combat. Formations can advance while blocking. This defensive tactic covers frontal attacks; attacks from behind in Darkfall do extra damage.
Friendly fire
Friendly fire is in effect in Darkfall, and getting hit in the back does cause more damage. Forces need to be careful about how they deploy their ranged fighters and casters, how covering fire is used, and how melee fighters cooperate to maintain their formations while protecting their ranged units. Friendly fire makes the tactical use of chokepoints possible.
It also forces phases of attack. Offensive area of effect spells, or ranged attacks won't be randomly fired during the melee engagement stage of a battle for fear of hurting friendly forces. The same principle applies to beneficial area of effect spells, since enemy units will be affected by them as well. Friendly fire is one of the tactics that will allow a smaller disciplined force to gain the advantage over a larger undisciplined one.
No radar
There's no radar in Darkfall, and there are no floating names in neon colors to give you away if you're crouching behind a rock or hiding behind a tree. All your opponents have to go by is the sensory cues you might be giving out. You can take cover in a tree line while an enemy group is exposed in the clearing, you can conceal your reserve forces, you can move stealthily for a surprise attack. Realistic stealth tactics are definitely possible in Darkfall.
Line of sight and elevation
With aimed attacks, line of sight becomes a factor. In Darkfall holding the high ground gives you a considerable advantage over your opponents. Needing line of sight along with the absence of target selection allows you to use hard cover effectively.
The ability to go anywhere
Any place you can see in the game is accessible to you. You can climb, jump, swim, crouch, get pushed, or use kinetic blast effects, to try to reach any place you can see.
Use of terrain
As discussed in Darkfall Peek #21, our handcrafted terrain, with its extreme features and terrain formations, is an important tactical variable. You can use elevation, choke points, reverse slopes, tree lines, rivers, plateaus, etc. to your tactical advantage whether you're picking your battleground or setting up an ambush.
Fighting on familiar terrain always gives you an advantage. Good knowledge of the terrain is also important in travel when you want your approach to be less conspicuous, to advance quickly to the fight, or to aid in your hasty retreat.
Real time combat and timing
Along with the action gameplay and the aimed attacks, real-time combat offers an immediate, intense and accessible experience of combat tactics. Timing is obviously very important. Movement, control, staging, attacking and coordinating performed well can give a side a tremendous advantage toward the final outcome.
Mounted combat tactics
Mounted units move fast and attack fast in the battlefield. They can be used for reconnaissance, to quickly advance to the battle, for flanking, frontal assaults to break through or over a line, or to hunt down a routing force.
Naval combat tactics
Ship movement is affected by prevailing weather conditions. Sophisticated fleet engagements with dozens of ships on each side, attacks on land from the sea, and combined land-sea operations are all possible in Darkfall.
Asymmetrical warfare
Hit and run tactics, raiding, use of the terrain, concealment, and timing can all be very effective in waging a war against a larger opponent.
Finishing - reviving - looting tactics
When your character is incapacitated on the battlefield, you're waiting for your teammates to revive you, and hoping your opponents won't get there first to loot and finish you off. Finishing off incapacitated opponents and reviving your teammates is one of the tactics that can tip the scales between equally matched forces.
Training
Being able to prevail in group or individual combat requires the timing, knowledge, tactical organization and discipline that can only be gained through practice. Clanmates can train together without any alignment hits, and anyone can practice against anyone else in specially appointed venues, also without an alignment hit.



Po forumu brska: 0 registriranih uporabnikov in 1 gost