OK... this is the second time I'm writing this so sorry if it's too brief.
So, while designing ranging we have come up with an issue that we hadn't thought of really
The battle system needs to be designed to work with the varied fighting styles and ideally provide a fairly even play for all (Summoning, Ranging, Fighting, Mage). There are far reaching effects no matter what is chosen.
DESIGN 1 - RPGAs per the fighter tech demo, all combatents would click attack on an enemy which would lock both parties in a combat mode until one either flee'd, or died. This would be caried across to the Rangers, Mages and Summoners too.
Upon shooting at a player with an arrow, a Ranger and their target would be locked in combat mode, and like fighters, one party would need to die or flee to end the battle. Mages would be similar. Summoners would differ only in that the Summoner and their creature that is attacking the victim, would be locked in combat mode.
This system would work well and is very much like a typical RPG. It would almost guarantee the need for a way to stop the flee'er from being attacked (again) once they have escaped. This would therefore probably need to disable the attacker in some way to hinder their pursuit of the flee'er.
DESIGN 2 - FREEAnother way is a more free mode. This would work like the above but think of it as you always have 100% chance of fleeing a battle. Basically it would mean that you would constantly jump in and out of combat.
THOUGHTSEither way, it needs to work for all fighting types. I would really appreciate any comments on the above or other suggestions that we haven't thought of.