Nurvus
04-21-2009, 01:43 PM
Here's a more objective suggestion on Combat Mechanics.
First, I strongly suggest something WoW Rogue's/Guild Wars Energy or Warhammer Online's Action Points.
Essentially, it allows and limits your burst, and essentially is a resource you manage - not spam - for maximum effect.
[Combat Layout]
I believe that to make sure a game is on the right path, its combat mechanics should be entertaining even without special abilities.
They tried to do that in the latest Age of Conan and came up with a reasonably well implemented combat system that - in my opinion - is one just a few steps away from amazing.
Having a combat system where there is a choice on both sides, starts out as what seems to be a gamble, but upon closer inspection, there is a huge amount of latent strategy to it.
The directional attacks in Age of Conan and the special attack combinations make a wised up player able to counter enemy combos by recognizing possible patterns and anticipating the 4th (or earlier) strikes.
I won't suggest a duplicate of their idea, though...
Basic Attacks:
Some games are about hitting your target countless times.
I think it would be alot more entertaining if landing a clean hit was mildly challenging.
While still prone to some degree of randomness, you could use several different types of attacks to try and set your opponent up for a decisive attack.
Each attack has its own Swing time and a Recovery time.
Additional Idea:
Attacks have reasonably moderate Recovery times by default, but are categorized as Lead, Combo and Finish.
Lead attacks can have their recovery times cut by Combo or Finish attacks and Combo attacks can have their recovery times cut by Finish attacks at the expense of additional Action Points/Energy.
Alertness X: After being hit by your attack, enemies become alert to that attack and reduce its added effects by 50% for X seconds. It stacks. (Alike Diminishing Returns from WoW).
Certain competences may reduce this drawback (X).
Quick Example:
Feint - Lead. Swing 1. Recovery 0. Alertness 6. Attack that has double chance to be dodged. If it is dodged, adds 200% Dodge delay to the enemy (If enemy has 1 sec delay, he instead has 3 sec delay after dodging this attack).
Dummy - Lead. Swing 1. Recovery 1. Attack that has double chance to be parried. If it is parried, doubles the opponent's next Swing delay and halves his parry chance until his swing finishes.
Power Strike - Swing 3. Recovery 1. A strong, winded attack that halves your dodge and parry chances until it finishes and is 1.5 times as (50% more) easy to dodge.
Bullrush - Swing 2. Recovery 2. Alertness 10. A strong tackle that knocks your opponent back X yards, interrupts stanced physical actions, knocks down attacking foes. It's 2 times as (100% more) easy to dodge.Knockdown - Greatly reduces your Dodge chance.
Using Feint -> Dummy successfully allows you to use Power Strike with a high degree of success without fearing your opponent will Bullrush you.
The chances here are multiplicative - An attack that halves your Dodge chance, then an attack that doubles it will revert it to its normal value.
Basic Defenses:
Parry, Block and Evade - Tactical "stances" or temporary effects that represent your defensive intent.
Shield Focus - You increase your ability to block at the expense of lowering your Dodge and Parry chances - It is an improvement overall, but certain enemy attacks can temporarily reduce or deny your ability to Block.
Cunning Deflection - Increases your Parry chance by X% and adds 100% Recovery to parried attacks. Lasts for 1 parry.Another ideology would be that Blocking, Parry and Dodge have a delay.
Your character expertise in the area may be improved and reduce the delay.
Certain characters may focus on Dodging - rogue archetypes would be an example - and therefore can dodge several successive attacks with ease.
Abilities or attacks that reduce chance, increase the delay or deny the action are the counters for this.
------
This is all basic ideology. Alot can be build from here.
Specialized stances, like good block and parry but no dodge, good dodge and parry but no block, only dodge, only block, berserker stance where you take less damage but make no effort to avoid it, etc.
Making those stances easy to swap, and allowing them to give off visual clues to the opponent is one of several ways to improve the quality of gameplay.
Essentially a gameplay that plays around with hindering and goading your opponent into making mistakes, then counter attack them when their defenses are lowered.
I hope this brainstorm helps somehow improve your ideas for Kaos War.
First, I strongly suggest something WoW Rogue's/Guild Wars Energy or Warhammer Online's Action Points.
Essentially, it allows and limits your burst, and essentially is a resource you manage - not spam - for maximum effect.
[Combat Layout]
I believe that to make sure a game is on the right path, its combat mechanics should be entertaining even without special abilities.
They tried to do that in the latest Age of Conan and came up with a reasonably well implemented combat system that - in my opinion - is one just a few steps away from amazing.
Having a combat system where there is a choice on both sides, starts out as what seems to be a gamble, but upon closer inspection, there is a huge amount of latent strategy to it.
The directional attacks in Age of Conan and the special attack combinations make a wised up player able to counter enemy combos by recognizing possible patterns and anticipating the 4th (or earlier) strikes.
I won't suggest a duplicate of their idea, though...
Basic Attacks:
Some games are about hitting your target countless times.
I think it would be alot more entertaining if landing a clean hit was mildly challenging.
While still prone to some degree of randomness, you could use several different types of attacks to try and set your opponent up for a decisive attack.
Each attack has its own Swing time and a Recovery time.
Additional Idea:
Attacks have reasonably moderate Recovery times by default, but are categorized as Lead, Combo and Finish.
Lead attacks can have their recovery times cut by Combo or Finish attacks and Combo attacks can have their recovery times cut by Finish attacks at the expense of additional Action Points/Energy.
Alertness X: After being hit by your attack, enemies become alert to that attack and reduce its added effects by 50% for X seconds. It stacks. (Alike Diminishing Returns from WoW).
Certain competences may reduce this drawback (X).
Quick Example:
Feint - Lead. Swing 1. Recovery 0. Alertness 6. Attack that has double chance to be dodged. If it is dodged, adds 200% Dodge delay to the enemy (If enemy has 1 sec delay, he instead has 3 sec delay after dodging this attack).
Dummy - Lead. Swing 1. Recovery 1. Attack that has double chance to be parried. If it is parried, doubles the opponent's next Swing delay and halves his parry chance until his swing finishes.
Power Strike - Swing 3. Recovery 1. A strong, winded attack that halves your dodge and parry chances until it finishes and is 1.5 times as (50% more) easy to dodge.
Bullrush - Swing 2. Recovery 2. Alertness 10. A strong tackle that knocks your opponent back X yards, interrupts stanced physical actions, knocks down attacking foes. It's 2 times as (100% more) easy to dodge.Knockdown - Greatly reduces your Dodge chance.
Using Feint -> Dummy successfully allows you to use Power Strike with a high degree of success without fearing your opponent will Bullrush you.
The chances here are multiplicative - An attack that halves your Dodge chance, then an attack that doubles it will revert it to its normal value.
Basic Defenses:
Parry, Block and Evade - Tactical "stances" or temporary effects that represent your defensive intent.
Shield Focus - You increase your ability to block at the expense of lowering your Dodge and Parry chances - It is an improvement overall, but certain enemy attacks can temporarily reduce or deny your ability to Block.
Cunning Deflection - Increases your Parry chance by X% and adds 100% Recovery to parried attacks. Lasts for 1 parry.Another ideology would be that Blocking, Parry and Dodge have a delay.
Your character expertise in the area may be improved and reduce the delay.
Certain characters may focus on Dodging - rogue archetypes would be an example - and therefore can dodge several successive attacks with ease.
Abilities or attacks that reduce chance, increase the delay or deny the action are the counters for this.
------
This is all basic ideology. Alot can be build from here.
Specialized stances, like good block and parry but no dodge, good dodge and parry but no block, only dodge, only block, berserker stance where you take less damage but make no effort to avoid it, etc.
Making those stances easy to swap, and allowing them to give off visual clues to the opponent is one of several ways to improve the quality of gameplay.
Essentially a gameplay that plays around with hindering and goading your opponent into making mistakes, then counter attack them when their defenses are lowered.
I hope this brainstorm helps somehow improve your ideas for Kaos War.