Sparing Topic Formally Kendo for Training
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
A kendo studio would make an awesome addition to the bases. Not only would this be an efficient means to train rookies, but if your weapon skills are high enough, pilgrims could travel to your base to learn from you.
Last edited by Hatsune_Neko on Tue Feb 18, 2014 10:36 pm, edited 1 time in total.
Reason: changed title to reflect combined topics.
Reason: changed title to reflect combined topics.
I like this idea. Training dummies currently can bring attack skills to lvl 15, maybe this could be used to help balance the squaddies out on defense and dexterity. Could add a fun element as well where opposing schools could challenge your studio.
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Sprayer2708
- Posts: 54
- Joined: Tue Mar 26, 2013 10:39 am
I thought about this too, needs to be some kind of training pit or ring, where your own people can fight against one another to gain skill, like in Dungeon Keeper!
I was thinking that perhaps you put two people into it, a good one and a rookie one, and the rookie can, eventually, level to half the weapon skill of the good one, or something like that? Then the quality of the students would depend on the quality of the teacher.
Whatever is done, there really needs to be a system to take your people further than just the dummies, or killing mobs under guard supervision.
I was thinking that perhaps you put two people into it, a good one and a rookie one, and the rookie can, eventually, level to half the weapon skill of the good one, or something like that? Then the quality of the students would depend on the quality of the teacher.
Whatever is done, there really needs to be a system to take your people further than just the dummies, or killing mobs under guard supervision.
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ZanathKariashi
- Posts: 14
- Joined: Tue Jun 04, 2013 8:01 am
I'd say just let people straight up spar. The cost is the time needed to recuperate or use first-aid.
Using non-lethal weapons can cause damage, but it's automatically considered treated, and has no real risks but also slows the rate at which they build their combat skills by half. Using actual weapons generates the same results as actual combat but causes untreated wounds which requires treatment with first-aid or even splints, and plenty of bed rest. (Once the spar is initiated, they fight until one is KO'd).
If the difference in skill between the two combatants is too great, the better character gains no benefits, and the lesser character get's massacred quickly resulting in less time spent fighting...so...you're better off using two characters of similar ability.
Can assign a character with higher combat skill as an instructor, which slightly speeds up the skill gain, until they're within 5 points of the instructing character's skill in each category. (this would allow, say the old soldier, to have two fresh guys fight and oversee it, and they'd rapidly build their skills in relative safety (between bouts of rest and patching up), until they reached his skill levels.
Using non-lethal weapons can cause damage, but it's automatically considered treated, and has no real risks but also slows the rate at which they build their combat skills by half. Using actual weapons generates the same results as actual combat but causes untreated wounds which requires treatment with first-aid or even splints, and plenty of bed rest. (Once the spar is initiated, they fight until one is KO'd).
If the difference in skill between the two combatants is too great, the better character gains no benefits, and the lesser character get's massacred quickly resulting in less time spent fighting...so...you're better off using two characters of similar ability.
Can assign a character with higher combat skill as an instructor, which slightly speeds up the skill gain, until they're within 5 points of the instructing character's skill in each category. (this would allow, say the old soldier, to have two fresh guys fight and oversee it, and they'd rapidly build their skills in relative safety (between bouts of rest and patching up), until they reached his skill levels.
- islesofurth
- Posts: 241
- Joined: Sat Jun 01, 2013 6:45 am
- Location: QLD
I like the training system idea so ima elaberate with mine
Arena's: 2 or more combatants, you can bet (based on skills of combatants), wooden/blunted weapons used, a medic is on standby for each team.
This would give: jobs, training, recruitment opotunities, traveling pilgrams (based on arenas fame), and more.
when i think of this arena i tend to think of games like 'Elderscrolls' and 'Jade empire'.
Dojo's: Small military like building that requires 1 person to act as a trainer and in turn can train all visitors in the stat specified by the dojo upto that of its trainer.
With this idea you need to sacrafice one of your party while they are training others. Also they may only train people in the stat specified when the dojo was constructed.
This sort of thing would add the aspect of people traveling to the other side of the world, with the desire to train under that great reknown swordsman. It would also be a good form of income and could provide a means to train learnable fighting styles or moves.
both of these ideas could be easily added together, arenas for starting and extreme pro's. Dojos for training single stats or learning fighting styles
Arena's: 2 or more combatants, you can bet (based on skills of combatants), wooden/blunted weapons used, a medic is on standby for each team.
This would give: jobs, training, recruitment opotunities, traveling pilgrams (based on arenas fame), and more.
when i think of this arena i tend to think of games like 'Elderscrolls' and 'Jade empire'.
Dojo's: Small military like building that requires 1 person to act as a trainer and in turn can train all visitors in the stat specified by the dojo upto that of its trainer.
With this idea you need to sacrafice one of your party while they are training others. Also they may only train people in the stat specified when the dojo was constructed.
This sort of thing would add the aspect of people traveling to the other side of the world, with the desire to train under that great reknown swordsman. It would also be a good form of income and could provide a means to train learnable fighting styles or moves.
both of these ideas could be easily added together, arenas for starting and extreme pro's. Dojos for training single stats or learning fighting styles
The world is nothing but an illusion of the mind
Yes I do agree that the arena and dojo concept is a good ieda to be tested. It could add a certain trait like weapon master to a teacher. For example in the weapon skill you have a maximum skill level and you can only go over it if the name for the weapon skill is upgraded from katana to katana adept/katana master/etc.
Anyway the training dummy only add to attack skill and correct me if I'm wrong but the defend skill still requires you to fight in a real combat for it to increase. It hinks there should be a way outside real combat to increase weapon and defend skills. The injuries from the training could also be made into stun damage so you don't need to use healing unless you are challenging a dojo for a sparring.
That way we could add certain depth to the game like:
-Challenging a dojo master for a spar to gain exp, reward or part of a quest.
-Train villagers or a faction's army as part of quest in addition you could increase a faction's strength by increasing their unit's combat ability. An indirect way to help beside from directly fighting wars for them.
-Make it part of a profession with special trait for reward or influence with a faction.
Also requiring someone to gain adept/expert/master in certain weapon would allow players to plan ahead and focus certain characters and their production in certain areas of weapon and fighting method. Not to mention there could be quest or event that could kill a lot of the units and the player would try to ensure that a master must always survive in combat so that he/she could go and train more soldiers in the future.
So people won't just blindly send all their units to die in battle without care because they could easily replace them later. The loss of a weapon master should cause a devastating effect to the player.
Anyway the training dummy only add to attack skill and correct me if I'm wrong but the defend skill still requires you to fight in a real combat for it to increase. It hinks there should be a way outside real combat to increase weapon and defend skills. The injuries from the training could also be made into stun damage so you don't need to use healing unless you are challenging a dojo for a sparring.
That way we could add certain depth to the game like:
-Challenging a dojo master for a spar to gain exp, reward or part of a quest.
-Train villagers or a faction's army as part of quest in addition you could increase a faction's strength by increasing their unit's combat ability. An indirect way to help beside from directly fighting wars for them.
-Make it part of a profession with special trait for reward or influence with a faction.
Also requiring someone to gain adept/expert/master in certain weapon would allow players to plan ahead and focus certain characters and their production in certain areas of weapon and fighting method. Not to mention there could be quest or event that could kill a lot of the units and the player would try to ensure that a master must always survive in combat so that he/she could go and train more soldiers in the future.
So people won't just blindly send all their units to die in battle without care because they could easily replace them later. The loss of a weapon master should cause a devastating effect to the player.
Just ignoring the fact that this has come up a lot and someone linked a few threads I think Dojo's are confirmed. I think it will be more a place where your strongest guy can train your new recruits as opposed to somewhere you can wander in to and easy mode your guys stats up.
To me sparing is the biggest part of training. I mean the rest is meditation and form exercises, which are nice but even once you master each cut, you have to spar to hone using it. I made a suggestion on Steam not to long ago of letting use attack are on guys, and use cheap clubs so no bleed just have a medic standing by.
But key thing is limit it, the idea of grabbing a med kit and fighting in the inn would be for a few hours straight so you can take down sand ninjas solo is a bit overpowered. So limit it using a special spar option, that won't let them go about lets 20 just above what a hired blade starts at, and only if one has more then 20. That way they got skill but never really fought to the death before so aren't masters.
But key thing is limit it, the idea of grabbing a med kit and fighting in the inn would be for a few hours straight so you can take down sand ninjas solo is a bit overpowered. So limit it using a special spar option, that won't let them go about lets 20 just above what a hired blade starts at, and only if one has more then 20. That way they got skill but never really fought to the death before so aren't masters.
I always entertained the idea of sparring and I think it would be a wonderful addition in place of a dojo, but I really think the whole kendo school aspect adds a whole new thing to the game; especially with this talk of challenging opposing schools, taking in students for profit (or not), and getting commissioned by potentially warring factions and the like. I really love this thought, but I understand that it will likely not be an easy update, so I say throw sparring in first, and then work from there towards dojos.ZanathKariashi wrote:I'd say just let people straight up spar. The cost is the time needed to recuperate or use first-aid.
Using non-lethal weapons can cause damage, but it's automatically considered treated, and has no real risks but also slows the rate at which they build their combat skills by half. Using actual weapons generates the same results as actual combat but causes untreated wounds which requires treatment with first-aid or even splints, and plenty of bed rest. (Once the spar is initiated, they fight until one is KO'd).
If the difference in skill between the two combatants is too great, the better character gains no benefits, and the lesser character get's massacred quickly resulting in less time spent fighting...so...you're better off using two characters of similar ability.
Can assign a character with higher combat skill as an instructor, which slightly speeds up the skill gain, until they're within 5 points of the instructing character's skill in each category. (this would allow, say the old soldier, to have two fresh guys fight and oversee it, and they'd rapidly build their skills in relative safety (between bouts of rest and patching up), until they reached his skill levels.
Well, it's true that if two fighters of equal stats were to go at it for a really long time, they could just power-level infinitely, but Chris could do things such as adding caps for more/less effective weapons. I don't know much about sword fighting, but I'd imagine fighting against a metal sword is an experience totally on a different level from a wooden one, but students wouldn't typically use a real sword in a dojo... So maybe wooden swords would cap at, say, 15 attack/defence, and from there you might need to start using metal swords (could potentially kill one of the students), or venturing out into the desert to fight bandits for experience.Marilous wrote:Just ignoring the fact that this has come up a lot and someone linked a few threads I think Dojo's are confirmed. I think it will be more a place where your strongest guy can train your new recruits as opposed to somewhere you can wander in to and easy mode your guys stats up.
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ceasarkingdragon
- Posts: 1
- Joined: Sun Feb 02, 2014 4:20 am
I was thinking it’d be fun and convenient to spare or dual your swords for hire, which can slowly increase your stats. Its be good for when you have a base setup, or even like duels out in the desert.
Side Note: It'd be also great if it you you could choose between “deadly combat” and “Sparing”
Side Note: It'd be also great if it you you could choose between “deadly combat” and “Sparing”
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anduin_lothar1
- Posts: 27
- Joined: Thu Jan 16, 2014 1:56 am
People have posted stuff like this before usually as "Attacking other squad members" make sure to use search for every possible action guy 
Sparring is a planned feature. And like Anduin said, this has been posted plenty of times, with easy key words should be easy to find.
On a side ote i guess you meant duel? For a moment thought you was also asking on dual weilding.
On a side ote i guess you meant duel? For a moment thought you was also asking on dual weilding.
It s Hbrown!! Gotta get some pies!
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Kagoliksis
- Posts: 21
- Joined: Tue Feb 18, 2014 9:15 pm
In the game it is very hard to get your experience up and increase your stats. i am asking if you should implement a sparring system where you have one person request to engage with another teammate. which can eventually be led to creating a dueling system or what ever you have in mine. i just think it would be helpful to the people who have low level parties and need alternate ways to level up. they can fight with what they have until one is unconscious or critical. etc. just a thought.
Tip: as a low level character / squad, it shouldn't be too hard to come across a few unconscious bodies. You know what that means *wink wink*, grab one of them, remove their armor, give them the crappiest weapon possible, and then heal them up. Carry them around to increase strength, and then occasionally put them down to increase combat skills. Its like having your own personal training weight and training dummy in one!
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