Teaming
You will often find on Xyllomer that a monster or team of monsters is too powerful
to be fought alone. And although several characters can walk into a room at
the same time it helps them co-ordinate their fighting abilities if they are
in a team. The commands used for teaming in combat are, like the basic combat
commands, simple and logical. Teaming also helps characters to travel together.
Instead of each player typing the direction independantly, the leader of the
team chooses where the whole team will go and in most cases all the members
follow them.
invite <person>
join <person>
team |
These commands are used to form a team. At the simplest level, any player may
invite another into a team that they are leading or to join them if they are
not currently in a team at all. The invited player will then join that person.
By using the command team, you may see the heath status of all team members
without having to look at them individually and pick the information out of
their full description.
A member of a team who is not the leader cannot invite and be joined by another
player. However .. if they leave their team and invite another player to join
them, they may then rejoin the team and the person they invited may then join
them in team.
Fred is in team led by Jim. John
wishes to join Fred, but for some reason does not want to be directly led
by Jim.
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Fred types: |
leave team
invite john
|
John types: |
join fred
|
Fred types: |
join jim
|
John is now in team with Fred and
Fred is still in team with Jim. |
This helps in large battles to split a huge team into manageable groups so that
the team command can be used to watch for your personal team instead of everyone
and so that if a teamleader dies, most people still recieve the benefits of
teaming.
The assist command is useful if your team is in combat with more than one enemy.
It may be difficult to know exactly who your teamleader is in combat with, most
orcs look pretty similar to non-orcs and you might have a whole team fighting
different enemies. If you have a nominated 'target picker' then the rest of
the team can: assist <targetpicker> to concentrate on a single foe.
There are two good reasons for this. Firstly, the more attacks aimed at someone
the harder it becomes to parry each one, especially with a slow weapon. Therefore
a greater total damage will almost certainly be done by targetting a single
foe. Secondly, common sense tells most people that if the enemies are strong
enough to hurt you, it is better to reduce the number of incoming attacks as
fast as possible.
Once in team you are able, at a very basic level, to choose whether you stand
in an automatically protected position or not. Young, weak characters or non-fighters
are safest in the back row, while older strong characters, especially members
of combat-oriented clans would normally form the front row. It is not possible
to take part in hand to hand combat from the back row, only missile weapons,
spells or bard songs are effective from here.
You are able to change position during combat using the commands: advance
to join the front row from the back and: back to move into the back row from
the front. Moving from the back row to the front once combat has started is
fairly safe. The enemy has already chosen a target for its attack and will probably
not change its mind until the target is dead. However, if the target moves into
the back row or leaves the room, the enemy will reselect a target from all those
who stand in the front.
If this is a weak or non-fighter character who advanced to slip in a few blows
while the enemy was otherwise occupied they may then want to go back themselves.
This is not always possible! There may be no more members of the back row than
there are in the front. Pretty obviously one fighter can't stand in front of
two or three mages at the same time when half a dozen orcs are coming from all
sides. Also your enemy may follow you .. effectively meaning that you stay in
the front row. What I am saying is that the back command is not a guaranteed
escape route.
Guarding another player can be useful in the above situation. If each back
row character is guarded by another in the front row then if they are attacked
the stronger character will attempt to intercept the attacker and take the blows
themself. Although this technique cannot be relied upon completely it does at
least give a chance that a weak character who is unable to fall back in team
will not have to take attacks they might not be able to withstand.
The other way that guarding can be useful is for splitting the attacks of
NPC enemies upon the front row. Most often NPCs will attack the teamleader as
they are first into the room, or in the case of those who attack only if they
are attacked they will attack the character who initiated combat. If this person
is guarded, then the guard will attempt to stop each of the enemies from reaching
their target. It is unlikely that they will manage to stop them all no matter
how skilled they are, but it will help split the attacks of a powerful team
between two people so that the rest of the team have enough time to kill the
enemies before one of the tanks has to go back.
leave team
leave all
leave <person> |
Once in a team your character will follow the teamleader through almost any
exit, although you may leave a room through any exit you choose, you will automatically
follow your teamleader if they enter the room you are in and leave again through
one of the exits. To leave their team you must type: leave team. If you leave
team in this way you are able to rejoin the team at a later time without needing
to be reinvited.
If you are the leader of a team and you wish to disband the team completely
you can type: leave all. If however you just want one person to leave the team
you can select them by typing: leave <person>. They will no longer follow
you, or be able to view the health status of your team without looking at them
individually.
Content by Verdigris
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