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Age of Conan: Combat
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From an IGN interview with game director Gaute Godager of Funcom:
¡° We call the engine Real Combat, and it is based on six directions, or ways, of attacking an opponent with a sword. First, you can hack down against the head. Second, you can slash diagonally down from the right, while the third is slashing the same way from the left. Fourth, you can thrust against the torso. Fifth, you can slash diagonally up from the left, and sixth, you can slash diagonally up from the right. The point here is that these directions lend themselves naturally to being strung together in combinations. These combos unlock additional damage and faster combat, if done well.¡±
Funcom has said that their "Real Combat" system, a combat system designed to offer more real-time options than traditional Dungeons & Dragons-inspired "round-based" combat systems commonly used in RPGs, will be a prime attraction of Age of Conan: Hyborian Adventures. This Real Combat system is a first-person melee approach in which every enemy starts with three different areas that players can swing at, with a possible increase at future levels depending on the class. Combos can be performed by stringing together consecutive successful attacks in particular directions. As players become better at using the system, they will find combinations of abilities, swing styles and target points that string together to make more devastating attack combos. Player stats and item bonuses will also play a role in this system. However, the idea of "Real Combat" is to eliminate the dullness of typical MMO fighting, which often consists of an auto-attack feature.
The "Real Combat" system is used in one-on-one weapon battle, as well as spell-casting, ranged combat and even mounted combat. In some situations, however, players will choose to band together and unite their skills to face other bands of players or AI controlled armies or uber-mobs; in essence, "formations", location based effects available for some classes. For example, a character standing in line with a Conqueror when he is running his formation will have a great deal of resistance to knockbacks.
Players will also be able to take part in large scale siege operations. Adventurers can cooperate with one another to build cities with walls, towers and catapults that can protect player-owned taverns and merchant facilities. The world will respond appropriately to the rise of player cities with AI controlled enemies building their own cities, ensuring a renewing supply of city-vs.-city combat as players try to knock down enemy walls or defend their homes.
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