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Melee/Unarmed & Ranged Overhaul


Fortport

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Below are some concepts that I want to discuss. Not all of them are mine, but I figured this is something everyone could pitch in on. If something is there that you painfully disagree with, explain why. If you like a concept, do not hesitate to expand upon it. Some elements could be used, while others are abandoned for their unbalance or tedium. This is for us to all talk about it, not shoehorn in everything as is. What's key here is strategy and situational awareness, as well as racial bonuses for being more RPG like. Create gaps in your enemy's defense and exploit them for a counter attack.


No longer will people spam disarm or grab, no matter the situation. A weak tajara trying to wrestle an unathi will be at a disadvantage, because they cannot block the oncoming blows so well, for example. Disarm or grab can be countered or SOMETHING, if you're the right race or know what your opponent is doing.


RANGED ACCURACY(CAN APPLY TO MELEE)

So that positioning matters.


Enemy and you face each other. 75% on chest and groin, 50% on limbs, 25% on head.

Side shots depend on how you're both facing. 75% to relevant limbs, 25% head, 50% chest.

If you're behind and they're facing away, ~75% across all targets.


MELEE COMBAT

More options that depend on race and additional strategies. Disarm and grab intents help when under attack, but in different ways. Depending on your race, you will either be balanced at this or biased towards one technique.


INTENTIONS

HELP INTENT: No buffs or penalties in combat. You are relaxed but able to react with default percentages on a miss. You do not want this on if you're in a fight or being shot at.


HARM INTENT: Attacking stance. Hit enemy with your weapon or fists. You are easier to hit in this stance. Bonus to accuracy.


DISARM INTENT: Disarm intent parries or dodges(raising enemy miss chance by a percentage).


GRABBING INTENT: Attempt to block opponents, again based on your race and armor.


BLOCKING, DODGING, RACE AND ARMOR


ARMOR FOR ARMS OR LEGS/JOINT PADDING: Armor reduces limb damage further, depending on its defense rating for each damage zone. Shields will negate all damage if you block with it, and additionally stagger your opponent.(*Joe Bob blocks Rick McRick's kick with their armored left leg!*) (*Rick McRick's arm/leg/Kitchen Knife bounces off Joe Bob's shield!*)


DODGE/PARRY: Use your body or weapon to redirect or dodge an attack. Upon success, avoid the attack completely. In a melee, the aggressor will stagger and be open to a counter attack because of your success(THIS IS BEYOND MERE ACCURACY IN MELEE COMBAT. YOU TRIPPED UP YOUR OPPONENT.) Special logs for parrying(eg. Joe Bob parries Rick McRick's Kitchen Knife with their Stun baton!)

BLOCK: Upon successfully blocking an attack, you will take less damage than you would have and only to an arm or leg. You will force the enemy to hit a limb and avoid stuns if you block, while protecting your torso, groin, and head.


RACIAL BONUSES: No brainer, here. Decide what races are balanced or biased for yourself. Some races will be bad at one intention but good with another. This is to avoid samey combat, while providing counter-strategies to something like disarm spam. Use common sense and decide. Would a bulky unathi have trouble tripping up an agile opponent? Would a lithe tajara struggle to block that same unathi's punches? Etc.


AFTERWORD: God, that's a lot of bad grammar. I pity the fool who reads this.

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