[MUD-Dev] Better Combat (long)

Ben Hawes cruise at casual-tempest.net
Sun Aug 8 16:15:44 CEST 2004


Paul Schwanz wrote:
> Brendan O'Brien wrote:

> When I first started thinking about this sort of approach to
> combat, my first thought was to create combat forms that would
> describe how a character got from one position to another.  I
> thought it would be cool (as well as Robert Jordanesque) to give
> each form a name like "Heron moves through reeds" or "River
> undercuts bank."  I imagined that players would seek out new forms
> thorugh questing or perhaps through spending skill points earned
> with experience, and that each form would have strengths and
> weaknesses either as defensive responses to an opponent's actions
> or as offensive initiatives against which an opponent would need
> to defend appropriately.

> This is very much a work in progress, but here are some of the
> thoughts that are currently rolling around in my head.  (MUD-Dev
> readers are certainly encouraged to think out loud in response to
> anything that I'm presenting.)

>  Forms would be of three different types: defend, /riposte/ (a
>  maneuver that defends while also transitioning to an attack), and
>  attack.

>  Forms are not always executed successfully.  Each form would have
>  a skill level associated with it that would help determine
>  success.

>  A blow would land when a successful attack was not met with a
>  successful defense.  Armor will determine the damage done by a
>  landed blow.

<big snippage>

I like this idea - though for initial iterations, I'd simplify it
down a lot, and then add bits as UI and balance situations were
sorted.

  Assume three "stances": defensive, neutral, offensive.

  Three "classes" of move (as above): attack, riposte, block.

  Five "targets": left side, right side, head, torso, legs.

Only 45 combinations, but that's a pretty good start.

  Defensive posture helps blocks, offensive stature helps
  attacks. Neutral stance, as you'd expect, allows flexibility at
  the expense of quality.

  Changing stance makes whatever move you're attempting that turn
  harder, but may set your next move up if your opponent is
  out-of-position or forced to change their stance.

I like the idea of "collecting" or learning moves - there can be
more than 45 in this system, as there can be "special" or combo
moves: a quick high-low double attack, disarm, etc.

Adding relative positioning to enable flanking and such obviously
expands the range of possibilities dramatically without adding too much
to UI/complexity issues.

Hmmm....I'm going to enjoy mulling over this...

--
	"quantam sufficit"
[ cruise / casual-tempest.net / transference.org ]
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