» Wed Jul 15, 2009 4:31 pm
In your typical MMO, there are only 8 different abilities, everything else is just a variation: damage at range, AOE damage at range, close/melee damage, AOE close/melee damage, heal at range, AOE heal at range, close/melee heal, and AOE close/melee heal. Everything else is pretty much dressing the abilities up and giving them a different name. Being that most MMOs are class based, you can cut that number in half, and in most cases down to 1/3, for 2-3 different abilities that are accessable to an individual character. Even if you toss buffs/debuffs in the mix, you end up with 3-6 different abilities with 20+ different names, but in the end they're the same as the basic 3-6.
In your traditional MMO, you need a "multitude" of abilities because combat is reduced to pressing number keys and perhaps moving around a bit, they just toss in cooldown to make it seem more like you're gaining something new, instead of the same thing with a new name. I'm hoping FOOL doesn't go this route, and offers more of an action based combat scene. Although turn-based, the combat in FO1+2 could be very action passed for a game of that time. You could seek cover after firing, switch weapons to fit the circumstance (sniper rifles for long range, shotgun for close was one of my favorit combos), switch out to different weapons in your inv (hand grenade anyone?), choose your targets, and avoid shooting/being shot by your party members in the back.