Open Obscurity opened 9 years ago
SO! This proposal is kind of a blend of all the stuff I like from other MUDs I've played with reasonably complex combat:
-Momentum based combat. Players should get bonuses or advantages if they're putting out enough successful hits in a short amount of time - a cumulative damage bonus, or malus to their opponent, is my thinking here.
-Attacks would fall into three categories:
1) instantaneous ones that don't do a lot on their own but either build up to or open up the possibility of stronger attacks. These would be minor. Rough comparison: a jab, or a kick. Afflictions from this category can be cured instantly.
2) attacks with a channel (and a telegraphing message) that can be interrupted, so the trick is slowing down someone enough to use them. Rough comparison: an uppercut, or a knee. Used to inflict an enemy with an affliction that takes time to wear off.
3) debilitating attacks that require a significantly hindered enemy and a channel time - used to end fights. Rough comparison: a knockout punch. Afflictions from this category generally don't wear off without outside assistance.
-Defenses, as such, would also fall into three categories.
1) passive defenses, which help prevent some of the instantaneous attacks from being as effective, but can be stripped.
2) active defenses, which can be used to stop channeled attacks. Some instantaneous attacks fall into this category, as they can be used as counters, but different skills would have different defenses and counters effective against them.
3) escapes, which are used to exit combat.
Here's a hypothetical skillset, which I'll refer to as Pugilism, which contains one of each of the following skills:
-Jab: A standard punch. -Uppercut: A power punch. -Knockout: A debilitating blow to the head. -Fortitude: Shake off a stunning blow. -Armblock: Guard yourself. -Abscond: Flee the scene!
The jab is our instantaneous attack. Performing it instantly strikes the enemy, dealing some damage and incrementing toward a stunning blow. This would be a slowly-building percentage, slowly falling over time as well. Once it caps out, the next jab is a stunning blow, which prevents the enemy from using any active skills for a few seconds. In mechanical terms, once an enemy is stunned, their stun percentage drains rapidly - too rapidly for a single assailant to keep them locked. Jabs can be used to interrupt opponents winding up for more powerful blows.
The uppercut has a slight channel - a successful completion against an opponent who does not interrupt it (whether with a jab or an armblock) winds them, making it more difficult for them to recover from stuns and increasing the balance time for most physical actions.
A knockout punch has a longer channel, and requires a stunned enemy to begin performing - a successful completion results in substantial damage. If this doesn't end the fight then and there, the enemy is concussed, which significantly impacts their combat performance and makes them much easier to fight unless they can spare the significant time it takes to recover from the injury (not likely in the midst of battle).
Fortitude is a passive defense that makes it harder for you to get stunned. It's stripped when you finally do get stunned, and it reactivates when your stun percentage reaches zero again.
Armblock is an active defense that works against unarmed strikes to the upper body.
Abscond lets you turn tail and run, like a yellow-bellied coward.
In this model, attacking and getting hit costs you stamina - a successful attack or defense recoups you stamina. These losses and gains are proportional to the power of the attack in question. Thus, the setup rewards you for successfully landing and blocking attacks.
If your stamina drops below 50%, you begin suffering cumulative penalties - extra damage, more time spent regaining balance, more cunning spent using abilities, etc. - you'd of course have health and mana (I'm calling it cunning to be more general) in this setup, too.
The idea is that fights would go relatively quickly, with the stamina mechanic ensuring that a player who gains the edge in early combat will generally succeed in destroying their enemy. It also provides the potential for comebacks!
In summary:
-Players have health, cunning, and stamina. Health measures the damage you can take, and cunning is spent to perform all exceptional abilities. Stamina is used to perform pretty much all active skills, and ebbs and flows with the tide of battle. You gain penalties if your stamina is low. Stamina might also be used for travel.
-Attacks and defenses come in six general categories:
Attacks, in addition to breaking down along these specific types, also have a damage type and a target area. The damage types I'm thinking of offhand are 'unarmed', 'blunt', and 'sharp'. Target areas could be generalized - either unspecific, lower body, or upper body. Or they could be more specific, relating to individual limbs. Defenses could likewise guard against certain damage types and/or certain target areas.
Under this example, here's how our hypothetical Pugilism skillset breaks down:
Although attacks give generalized telegraphing messages (X winds up for a punch, X winds up for a kick), defenses don't give messages at all. Active defenses generally take a short channel time, but this doesn't display to anyone but the person activating them. Only when the defense is encountered does it fire to everyone in the room. Once a defense is activated, it stays up - albeit at a steady stamina drain - until you either drop it or attack again. No one defense blocks everything, encouraging artful use of defenses based on what you think someone is going to do.
So, if someone's using armblock, you might sneak under their guard with a kick, or a trip. A legblock, go for the cross. If they block you, they get stamina back - so it's in your best interests to try and go around their defenses.
Weave is a high-risk, high-reward defense; it blocks the next attack performed against you, and it's your only option if someone comes after you with some kind of weaponry, since your armblock and legblock are not a great deal of good against blades, maces, or guns. It has a greater stamina cost associated, and it doesn't stay up the same way an armblock or a legblock do. If someone hits your weave with an instantaneous attack, you're not getting back as much stamina; and yes, this places pugilists at a significant disadvantage compared to weapon wielders. You can try to disarm them and take their weapon, but you're definitely still fighting at a disadvantage against someone armed. On the other hand, you don't need a weapon to fight with pugilism.
In this scenario, Fortitude is a passive defense - you get it back if your stun proc diminishes to zero, and it goes away after absorbing a Pugilism affliction. This allows you to shake off an uppercut or a sidekick out of nowhere, and it also punishes an opponent for not keeping up a steady momentum.
Fencing
As we can see, fencing as proposed is pretty heavy on the successful use of defense to make offensive skills better; the defenses here also clue in attackers as to the fencer's potential strategy, but it also means the attacker might deliberately employ other attacks in order to avoid certain afflictions the fencer is using.
You can also see that a pugilist would be at a huge disadvantage against a fencer. They have no way of blocking most of this stuff, but the fencer can easily counter them and hurt them. Without some kind of combat skillset involving the use of a melee weapon, things are going to get pretty interesting.
Those two skillsets should more or less illustrate the idea I'm going for - afflictions are much more sparing than in IRE games, and don't require a panoply of curing devices to work with them. They function, for the most part, as knocks, delays, or slight maluses in combat, building to an incurable affliction that basically spells out the combat as being over. Players have less choices - but those choices are harder to code a system for, and likewise more important.
Ranged weaponry! Based on the fact that a lot of combat is going to play out on a roguelike grid, distance, positioning, and terrain will be of vital importance. So, extrapolating the combat mechanics I was suggesting above, I've provided a generic ranged combat skillset. Some details that aren't intuitive, however, will be expounded upon prior...
Ranged weapons will probably have a maximum effective range, a base power, a base accuracy, and a base speed. All of these can be altered based on circumstances. Most ranged weapons are created - players with access to magic could use their magic as a ranged weapon, as well, using the mechanics described below.
Cover and tactical attacking and defending are key. Getting good terrain, holding it, and defending it are key. A hill or an outcropping or mountainous terrain is far more defensible than an open plain or a flat desert, although keeping close to the ground helps.
The mechanics are, within reason and fun, intended to model how a firefight actually works, with incentive for smart, defensive play and strong discouragement from going Rambo. This fits with the tone of combat on the whole, where defense, caution, and strategy are emphasized and a broken bone is a serious problem.
===Cover===
Cover is a passive. It takes effect only when the player is standing still and not engaged in combat, and takes several seconds to come back after a movement or an attack. It has a chance of preventing a successful ranged attack by an enemy - it is much more likely to be successful in suitable terrain, or if you are prone.
===Shoot===
Shoot is an instantaneous skill. It allows you to perform a ranged attack with a ranged weapon that you are holding.
Damage Type: Ranged weapon's type. Scope: Unspecific. Affliction: Weapon-dependent.
===Aim===
Aim is a channeled skill. It allows you to perform a ranged attack with a ranged weapon with greater accuracy and damage. Requires a coverless enemy to initiate, not necessarily to complete.
Damage Type: Ranged weapon's type. Scope: Unspecific. Affliction: Weapon-dependent.
===Snipe===
Snipe is a debilitating skill. It allows you to perform a ranged attack with a ranged weapon that does serious damage, very probably killing or incapacitating outright. Requires a coverless enemy to initiate, not necessarily to complete.
Damage Type: Ranged Weapon's Type. Scope: Upper Body. Affliction: Weapon-dependent, but generally some manner of debilitating injury.
===Dive===
Dive is an active skill that sacrifices your cover in exchange for dodging any ranged attacks that are directed at you for a couple of seconds. Requires you to be standing.
Damage Type: Unspecific. Scope: Unspecific. Affliction: Prone.
===Concealment===
Concealment is an active skill that restores cover after a short delay. Unlike most active skills, it displays a message.
As a rule, it should be expensive - cunning-wise, time-wise, or both - to alter terrain and the battlefield, and as another rule, it should take less time to undo this kind of temporary alteration than to place it to begin with. This encourages its use in a mutable, tactical sense, to press or gain a battlefield advantage.
The proto-mechanic I have in mind here, absent of any lore, is that it would be possible to place barriers of either waist height or full height. Waist height confers cover on any individual prone in that square, and if crossing to a square unoccupied by a barrier, it costs extra stamina. A full-height barrier is basically a wall - you can't see past it and you have to climb over it, which takes a few seconds, and you're a sitting duck for anyone watching the walls. Both waist barriers and full barriers can be destroyed, but full barriers take about twice as long. They will also gradually erode under natural conditions, depending on what they're made out of.
Mechanics for individual, team, and vehicular combat. How abstract do we want to get? How in-depth? My preference would be something simple, with not a lot of moving parts, but which is nonetheless trickier to deal with than just building a system.