Posted by Cathoir on October 14, 2000 at 13:51:47:
In Reply to: Suggestions for the Combat Portion... posted by The Arcane(VIP) on October 14, 2000 at 01:27:30:
I'd prefer if the contest were in some sort of interesting area that was multi-faceted. Such as, there might be a forested part, a part to hide in, and so on. Both applicants can be dropped in the middle and forced to start it all fighting, but then can retreat to wherever they are comfortable and use the terrain there if needs be. Put a 10 minute time limit on it and if nobody dies than an imm will decide who was victor a la boxing (say, the person who refused to leave their advantaged terrain to fight... if he doesn't succeed in killing the other will most likely NOT be the victor). One on one combat is great and all, but classes such as rangers or thieves just aren't made to go head to head with warriors and assassins in a clean playing field. > I kicked this idea around on IRC a while back, and may have once suggested it to Thror... I forget. > Anyway, I think that the combat portion of the Rites would be much more interesting and fair as a test of skill if participants were allowed to gather and bring any non-limited items they desired into the battle. Any good fighter-type player, and warrior-player especially, will tell you that a huge part of strategy and success as a warrior lies in choosing one's armor and armanent appropriately. As it stands, the current format gives a *huge* advantage to those who can apply maledictory effects (assassins notably)... Takashimi observed this fact more than once. > As an arial warrior, I got *very* lucky in not having to fight any assassins. Because of my tattoo, I could handle impalement, but kote/kanset, or a crunching kote, would have spelled doom for me. The gear I was given was far from what I'd have chosen on my own... I would prefer two practice swords to the slightly-better-but-much-heavier deeply-hued longswords from Grime, for example. > It also introduces a whole new dimension to the contest... do you gear for damage and try to get the guy writhing before he can react? Do you gear for stats and make sure he can't make you drop your weapons? Or maybe heavy +hp so you can take more hits before dropping to writhing? Or a combination of the three? Only allowing non-limited gear, it doesn't give any huge advantage to people who are stacked, but it does make it a more realistic test of skill.