CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Being dragged forcibly drains character stamina #76643

Open x-qq opened 4 days ago

x-qq commented 4 days ago

Is your feature request related to a problem? Please describe.

Right now being grab-dragged (by a monster like shelled mutant or grappler zombie) will drain character stamina (and can be quite rapid depending on the strength of the grab), because the character is forced to waste stamina on making automatic grab break attempts once per every few tiles dragged.

I am talking specifically about https://github.com/CleverRaven/Cataclysm-DDA/blob/master/src/mattack_actors.cpp#L657

This does not feel right to me, to my understanding it's up to player to decide if it's worth spending what precious little stamina they have left in such situation on a grab escape attempt, or to spend it in some other potentially more productive way, but I am reporting this as a suggestion/discussion to know people's opinions.

Solution you would like.

I don't know yet, depends on what others think.

Describe alternatives you have considered.

No response

Additional context

No response

CoroNaut commented 4 days ago

I'm inclined to agree that there should be less stamina usage. Any survivor no matter how strong can lose all their stamina in matter of 15-30 seconds, which doesn't really sound right as you say. However, I'm thinking that specific body parts should come with even less stamina usage for trying to break free.

If your leg is grabbed and you're being pulled, you are obviously way off balance and still upright and probably should fall prone if pulled. Once prone, the player could definitely swing something at the arm/tentacle thats grabbing their limb. Without a weapon, breaking free should be far more difficult. For an arm that's grabbed, a one-handed weapon could be swapped to the other hand and used to cut the arm/tentacle. Without this, its your strength vs the monster strength (could be calculated with body mass in mind). You can also maintain being upright as you walk with the zombie to avoid unnecessary stamina loss.

If the torso or head is grabbed, its clear that a strong survivor would have a good chance to maintain balance and swing a weapon at the arm/tentacle. The survivor would use more stamina as they try to stay upright and walk with the mutant/grappler that has them grabbed, but not as much as it does currently. A standard or new survivor without athletics or melee skill should probably use as much stamina as it is right now. A character with high melee should get a bonus to escaping grabs.

Relating this to the stamina usage, I'm thinking that a arms/legs should cost less stamina than a torso/head grab. A torso/head grab should cost less than a survivor with low athletics/melee skill. A survivor with low athletics/melee should probably use as much stamina as it is now IMO.

x-qq commented 4 days ago

Thank you for your input. Your comment is mostly addressing the amount of stamina that a grab break attempt should cost. My primary concern in the opening post is about the fact that it should be up to the player whether or not to attempt to break a grab, instead of making these attempts automatically like it is right now.

CoroNaut commented 3 days ago

As for your concern specifically, the player should determine what their stamina gets used on. As such, I agree that you shouldn't automatically struggle when being pulled, especially multiple struggles in a single second. There are conditions where it would be useful, like when grabbed by the leg and prone, but we can leave that to the player. I got into stamina usage because attacking is generally the best way to escape a grab in general. Just struggling is ineffective most of the time, see MMA, wrestling, martial arts, etc.

IdleSol commented 3 days ago

What should it look like? A preference menu where you can pre-configure? Or every turn, need to select an action?

That doesn't seem convenient to me.

Nebnis commented 3 days ago

I'm not sure but this doesn't feel intended. You are only supposed to try to break from grab moves if you move away from enemies because i think i remember stamina management being a concern when this was added. Maybe Venera can clear it up? @Venera3

I also believe adding micromanaging menus to these type of things aren't supposed to be a design people want.