I like to think of making people get auto-hit require a process like "check mate" in Chess. It requires it to be completely inescapable after an accumulation of situations that lead to a payoff.
@Polaris North Well I could see that going one of two ways: 1. Increased gravity, slowing target and possibly pinning them to the ground. 2. Decreased gravity, essentially creating a moonjump kind of dealio or causing a target to float when hit.
If the character's a sniper type, they could even be a great support.
Imagine them being able to shoot directional gravity bullets that propel allies away from danger, or throw them into the enemy in a coordinated strike?
@Polaris North Well they did start off in a conflict, so I think it's understandable. Of course, if he wants support, he could wait for the flowery girl to catch up.
@Polaris North Cool cool, whenever you get the time bud. I realise this intro has dragged out a touch, but with any luck we'll be through it soon and we can settle in a little bit.
That moment when you're thinking of either doing something so incredibly stupid that it just might work or tucking tail and running away in hopes that you won't get fried.
Brief question guys, when I start introducing NPC characters and teams, should I post little bios for them on the characters page to help you guys keep track?
I also dearly hope you're not going to make the NPCs stay this inept at combat. The fox is starting to cross the line from useful to a burden. I am absolutely sure he should be good at escaping considering his speed.
If you came like, 2-3 days sooner, this would be so much simpler because we've just established teams. There's very few of us, so most teams are actually NPCs.
I think our only concern is how you'll be placed in a team. Being a solo player with three NPCs doesn't sound like too much fun, having at least one other player would be suitable.