Sunday, July 18, 2010

Let's Talk Combat

The current vision I'm having for combat in Stone and Steel is a simple EVade, BLock, and ARmor system. EV is the characters chance to outright dodge any damage. BL is the characters chance to block a percentage of damage, based on shield size, while reducing EV. AR is the characters damage absorption.

The chance to hit a target will be calculated by a 1D100 roll. For instance, if the target has an EV/BL of 20/10. Their chance to evade/block is %30. If the roll is 1-20, the target evades. If the roll is 21-30, the target blocks. Else, the target takes the damage and AR absorption is used. If the damage caused was 10 and the AR was 10, 10% of 10 is 1. 9 damage would go through.

In the future, whenever I implement body parts, random chance (and an aim skill) will determine what body part is hit by an attack. Armor coverage over that body part will prevent some or all damage done to that part. I plan for injuries to be a complex feature, but that's for another time.

Overview:

  • EVasion is the chance for the character to outright avoid being hit.
  • BLock is the chance for the character to block an attack, reducing the damage greatly or completely depending on shield size, and reducing EV value.
  • Armor (items) will reduce the EV value, but add AR value. AR value is the percent of damage that is absorbed.
This sort of system will probably take a lot of balancing and testing, but it should prove to be reliable. As always, please voice your thoughts/opinions!

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