I've been adjusting a few things in the combat system to make it a tad more realistic, doing things like hits with no damage ( "Your <attack> is deflected by $n's <skin|armor>"
and so forth.
My latest pursuit is dealing with how the combat sequence works with multiple attackers (or targets, depending on which side of the dagger you're on). From what I've seen of the stock system, the first person to get into it with, for example, a mob, is the only person the mobile will hit. They beat each other until one dies and then whoever is still standing moves on to the next target and the cycle continues.
I'd like to change this up somehow by allowing the victim to switch targets if facing multiple attackers. It would, for example, make a lot more sense to me if you started carving up some other poor sucker once you stunned your current target. As for what would take priority, I don't know, perhaps level or something, but I would like some amount of randomness in it so that tanking is addressed, at least to some degree.
As far as existing anti-tanking schemes go, I think that those switching from the tank to the lowbie, while they curb tanking, really slap realism in the face. I mean really, does anyone in their right mind turn a blind eye to Goliath until they finish mashing harmless David into the ground, just because he has a lower level?
Anyway, back to my question. What have people done with this sort of stuff, either in SMAUG or anywhere else? What kinds of systems have you seen that you liked / disliked and why? I'd like to get some input from others on this before I try and hammer something out.
Any and all insight would be appreciated!