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View Full Version : Combat Mechancis - Synopsis


Nurvus
12-12-2008, 09:46 AM
I've posted some of this scattered in other posts.

First, in alot of games, an effect, only regards hit chance, resistance chance and immunities.

In Dungeons and Dragons, for example, considering Small, Medium and Large creatures, as 3 consecutive sizes, a Small creature cannot knockdown a Huge creature without special training.

In WoW, an ancient dragon that is not immune to knockdown, can be knocked down by both a tauren and a gnome.

My suggestion is to make all effects in the game, have different "ranks", or regard certain aspects of all involved.

Suggestion]
-> "Minor", "Lesser" and "Major" effect ranks.

* A character that develops skills of protection might gain resistance or immunity to all but the strongest (Major) effects of a certain kind.

* A Minor dispel, used against a "Major" effect would need to be used 3 times - First to lower it to Lesser, then to Minor, and only then would it remove the effect.

-> "Small", "Medium", "Large", "Huge", etc size ranks.

*A given ability might only work on enemies one size greater than your own and below.

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This offers alot of development options in terms of balance between abilities, players and creatures.

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Ability layout:
+ Effect Type - Damage, Heal, Knockdown, Fear, etc
+ Effect Rank - Minor, Lesser, Major
+ Startup - (Delay, Cast Time)
+ Performance Time - After the startup delay or cast time are finished.
- Example 1: Charge up, hop forward, slice enemy from above with an axe. (performance time based on distance if the jump can vary)
- Example 2: Charge and ram shoulder against the enemy. (performance time based on distance)
+ Recovery time - some moves may leave your character prone to counterattacks, and in some cases it only happens if you miss.
- Example: Getting up from a body slam.
+ Cool Time - Energy-based weapon recharging, or cooling down (from overheating).