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My combat system changes
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Post is unread #1 Feb 21, 2009, 11:22 pm   Last edited Feb 21, 2009, 11:30 pm by Kasji
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Kasji
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I suppose this topic is not strictly about code, but rather about ideas to be coded. Since I've got my modified combat system pretty spiffy now, and since I made such an abhorrent proposal about how I changed the damage formula on my code, I figured I'd throw out all the other changes I've made for everyone to brainstorm over.

First off, I think a person can only handle so much of a stock combat system before it becomes utterly drawl. This combat system has been around for ages now. I imagine you all have made improvements to yours, so here's mine:

I decided to change up dam_message() a bit. First off, I removed the percentage formula that SWR uses where the damage message the player sees is dependent on what percentage of health they take from their opponent. That left me with re-balancing the long if/else check to be based on the actual damage number the player does. Then I decided I would completely change the dam_message() verbs that are used, and add new ones. As an example, here's what a player might see if they were capable of doing 2500 damage in one hit:
Your stab *** BRINGS A GODLIKE WRATH DOWN UPON *** some mob! (2683)

I also decided to allow all players to see how much damage they do, regardless of level and changed it from the long winded "You do XYZ points of damage." to just a set of parenthesis "(XYZ)". I should probably also mention that I lifted the damage cap on my code (much the same as I lifted the health/mana/move cap.) It IS possible to do millions of damage with one hit from a code perspective. Of course I don't expect players to be doing that kind of damage, but I tend to be aggravated by capped numbers and so I remove them.

As some of you know, I also decided to alter my damage formula, but there's not much for me to say about that. However, I have added two new factors into armor. Really I think AC is outdated these days. I've kept AC in so far, but now I have these: "Damage Absorption" and "Damage Resistance." Well, damage absorbtion is extremely straightforward. Whatever the player's damage absorbtion is, will be deducted from the damage being done to them. However, damage resistance is not so straightforward. When I implemented this, I also decided to implement new damage types. This involved modifying OBJ_DATA, but now any weapon type can be given any damage type. This is mainly useful on SWR type muds because rifles and such can do different types of damage. You've got projectile, plasma, ionic, and so on. But anyway, damage resistances are percentile based. If you are 25% resistant to a particular damage type, that damage type will only do 75% of its original damage to you. Damage resistances are added to items as affects. I decided that I didn't want players to be able to be invulnerable, so in my implementation, I set up a fairly heavy stacking penalty. If you wear 5 pieces of armor that each provide +25% resistance to a damage type, you'll only have around 57% resistance. And mind you, +25% resistance on an item, I would consider that to be a very rare item indeed. Damage resistances can also be set to a negative value to represent susceptibilities. I created this with the intent to replace the old Smaug RIS system. This allows far more flexibility in my eyes.

In SWR, shields are not your traditional arm-carried piece of wood or metal. They are typically small devices that project an energy field around the user. However, in stock SWR, they are mostly just for show as they act like just an ordinary piece of armor. Well in my code, that's not the case anymore. I've added a "Shield Deflection" affect to these energy shields with a settable percentage value. This percentage is how often the shield will actually COMPLETELY deflect a ranged attack (yes, only ranged.) So if your shield has a deflection value of 15%, it will deflect ranged attacks 15% of the time, causing you no damage at all.

The next item I decided to add was "Encumbrance". It just didn't seem right to me that a person wearing heavy armor could dodge as well as a person with no armor (or maybe even better, depending on the affects their armor gives?!) Well encumbrance is an affect that can be added to armor, and is taken into account by my modified dodge formula. A person wearing a full suit of armor will not dodge nearly as well as a person with no armor. Generally speaking, my formula is 1-2 encumbrance for a piece of light armor, 2-3 encumbrance for a piece of medium armor, and 3-4 encumbrance for a piece of heavy armor. It's a good counter-measure to my new damage absorption and resistance values.

Lastly (for now at least), I decided to add one more affect to the mud. Normally the numattacks variable is just used for mobs, but as it turns out, players can use it too! I added an affect called "Extra Attacks". The main reason I added this is for repeater (think machine gun) type rifles. It just makes sense to me that a rifle such as that can do an extra attack or two.

I hope you all enjoy some of these ideas, and I look forward to hearing yours as well.

       
Post is unread #2 Feb 22, 2009, 12:49 am
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Kayle
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Well, I'd detail some of the changes I have slated, but they're far too numerous to list. Uh.. So I'll just list out some of the slated features with brief descriptions, and then if there's an interest I can elaborate.

Critical Hits - based on type of weapon, and proficiency with weapon
Change to flow of combat - less spammy, slower pace.
Attack Rolls Revision - Easier to understand and decipher.
Armor Class Revision - Make it more flexible, and actually worth understanding
Sneak Attacks - Extra damage if a foe is unaware of your presence.
Size Categories - based on height/weight. affects AC and damage dealt, and ability to just wear armor off a corpse.
Simplified Saving Throws - Dropped to 3, used for everything combat, spells, abilities, etc.
Cover - Ducking behind a wall to avoid arrows, etc
Concealment - Miss Chance. Example: Fog would grant a 25% Concealment bonus and make it harder for people to hit each other.
Unarmed Combat - would be expanded, players would be able to string together combat abilities to perform "combos" for an increased amount of damage.
Antimagic Fields - Exactly what the name implies. Fields in rooms or areas that would completely prevent the casting of magic.
Damage Reduction - Easiest to explain with an example. Werewolves are weak to silver, but they're hard as hell to kill otherwise, So they might have a Damage Resistance of 15/Silver. Meaning, the first 15 points of damage are ignored unless the weapon/projectile is made of silver.
Death Attacks (Instant kills) - Certain monsters have the ability to look at you and kill you. It's pretty straight forward.
Level/Energy Drain - Players will be able to lose a level off their ECL (Effective Character Level [We have multiclassing]) or take a temporary hit to their max hp, mana, moves, etc.
Etherealness - This ones.. difficult to explain.. Uh.. An ethereal creature is one that exists on both the ethereal plane, and the material plane, and has the option to be in either place. While on the ethereal plane, an ethereal creature can't be seen, heard or smelt by a player in the Material plane. They can only see into the material plane in the room they're in, and cannot influence non-ethereal objects. See Invisibility and True Seeing spells can reveal ethereal creatures to those on the material plane. Ethereal creatures can move in any direction including up or down. They move through water the same way they would move through air, and they do not fall or suffer falling damage while on the ethereal plane.
Evasion and Improved Evasion - Allows for successful reflex saves to reduce damage to 1/4 of the intended or nullify damage given level of Evasion.
Fast Healing - Increased rate of healing (Lycans, Vampires begin to heal as soon as they take damage.)
Fear - Certain mobs/players might have an "Aura of Fear" that surrounds them and causes people to flee if a Will save is failed. (Dragons are most notable for their Aura of Fear.)
Gaseous Forms - Something like a Vampire's mist form, or the like. Several bonuses granted, and several detriments as well: don't need to breath, can fly, cannot interact with objects, can't go through water/liquid.
Incorporeality - This is uh.. Ghosts basically. Incorporeal creatures are immune to normal attacks and can only be harmed by magical weapons, spells, and spell-like abilities.
Paralysis and Hold - A paralyzed character runs the risk that they will fail to attack each round due to their paralysis, however, a character under the influence of a hold spell, cannot move, typically they can still attack with spells and melee, so long as the target is within range. However, they cannot move until the spell wears off.
Expanded Poisons - OLC creatable poisons with varying effects, and delivery methods. Inhaled, ingested, contact. Ability damage, damage over time, etc.
Regeneration (re-attaching of limbs and the like) - Trolls are the most notable example of this. Trolls can only die by fire or acid. If you don't use one of the two they slowly recuperate and don't die. They can even stick a severed limb back up to the bloody stump and have it reattach itself.
Spell Resistance - An extra little twist on magic, Creatures with spell resistance have the uncanny ability to shrug off spells as though nothing happened unless the caster succeeds at a penetration check against the creature's spell resistance.
       
Post is unread #3 Feb 22, 2009, 3:26 pm
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tphegley
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Kayle said:


Simplified Saving Throws - Dropped to 3, used for everything combat, spells, abilities, etc.


Can you elaborate some on this?
       
Post is unread #4 Feb 22, 2009, 5:42 pm
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Conner
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tphegley said:

Kayle said:

Simplified Saving Throws - Dropped to 3, used for everything combat, spells, abilities, etc.


Can you elaborate some on this?

My guess would be that he's trying to incorporate a will/dex/con (d20) save structure instead of the older 1st/2nd edition D&D save structure. :wink:
       
Post is unread #5 Feb 22, 2009, 7:43 pm
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Kayle
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tphegley said:


Kayle said:


Simplified Saving Throws - Dropped to 3, used for everything combat, spells, abilities, etc.


Can you elaborate some on this?


Conner's right. 3rd Edition D&D uses 3 values: Will, Fortitude and Reflex Saves. Will is wisdom based, Fortitude is constitution based, and Reflex is Dexterity based. I always found the old system to be more confusing then it needed to be, and have always preferred the simplicity of the new system.
       
Post is unread #6 Feb 22, 2009, 9:07 pm
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Kasji
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Very cool stuff Kayle. I would like to do critical hits too I think. If I were into fantasy I'd probably play your MUD. :P
       
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