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Stamina-Based Melee Combat: The Movie


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I had this idea while reading Dronz's "Disarm spam" thread, so let's get down to business.


Have Combat mechanics tied to the Stamina bar. And also have weapons properties influence that.


In a nutshell, each object has weight, size values. These would be used as multiplier values for their damage.


Heavy weapons receive + multipliers to damage, time delay betweens strikes, and also cost more stamina to use. Easier to dodge.

Light weapons receive - multipliers to damage and time delay between strikes, cost less stamina to use. Easier to disarm.

Large weapons receive + multipliers to time delay between strikes. Easier to block. Harder to dodge.

Small weapons receive - multipliers to time delay between strikes. Easier to dodge. Harder to disarm.


Sharp weapons can have a chance to cause a small cut damage if blocked with an empty hand. Possibly cause bleeding.

Blunt weapons can have a chance to cause a small bruise damage if blocked with an empty hand. Possibly break bones.

Energy weapons can be blocked with an empty hand.. but only once. You will the lose the empty active hand. "LUKE I AM YOUR FATHER"


If a weapon is wielded, 1.3x damage, and 2.0x stamina cost, and lower the cooldown time between strikes by 0.8x



HELP INTENT:

ON ATTACK: No attack uses.


ON DEFENSE: When attacked, attempt to dodge by rolling RNG, based on stamina difference.

If defender stamina > or = attacker stamina, more chance to dodge.

If defender stamina < attacker stamina, no chance to dodge.

A successful dodge cancels all damage, but drains your stamina bar 2.3x the amount of the attacker's stamina cost of attack.


If having a melee weapon in active hand, calculate probability taking in account the weight and size of the weapon.

Big and heavy = harder to dodge



DISARM INTENT:

ON ATTACK: Attempt a disarm by using an amount of stamina.

If the enemy has the same amount of stamina as the attempted disarm, the disarm is unsuccessful, but the enemy will lose 1.3x the amount of attacker's stamina cost.

If the enemy does not have the required stamina, the enemy is disarmed.


If enemy is already disarmed, knockdown is rolled as follows:

If attacker stamina > defender stamina, RNG roll for knockdown based on difference in stamina.

If attacker stamina < defender stamina, knockdown cannot occur.


If disarming while having a weapon in active hand, take weight and size into account.

Big and Heavy = Less chance to disarm, but more chance of knockdown.

Small and Light = More chance to disarm, but less chance of knockdown.


ON DEFENSE: Attempt to block a blow by using stamina.

Costs 1.3x the amount used by the attacker. 0.6x damage received.


If defender stamina > attacker stamina, RNG chance of parrying the blow (no damage received, but costs stamina) based on stamina difference between attacker and defender.

If defender stamina < attacker stamina, parrying RNG cannot occur.


GRAB INTENT:

ON ATTACK:

Grabs the enemy. Costs a certain amount of stamina to perform.

Upgrading the grab requires additional stamina.

Dislocating joints requires additional stamina.

Neckgrab costs stamina over time in addition to initial cost to begin the neckgrab.


ON DEFENSE:

Attempt to grab the enemy if he attacks you. Requires empty active hand.

Costs stamina. 1.5x the amount of attack stamina cost.

If successful, gets an auto passive grab on the attacker and adds a possible cooldown to the enemy attacking hand/weapon. Very small chance to disarm.


RNG rolled based on stamina difference and weapon characteristics.

If defender stamina > or = attacker stamina, more chance to grab.

If defender stamina < attacker stamina, lower chances to grab, and cannot add the cooldown or disarm effect to the enemy attacking hand/weapon


Larger and lighter weapons = easier to grab

Small and heavier weapons = harder to grab.

Also throw in SHARPNESS value. The sharper the weapon, the harder to grab. Causes 0.5x damage on grabbing a SHARP weapon.


HARM INTENT:

ON ATTACK:

Normal attack. Costs stamina. Drains enemy stamina and deals damage. Unga Bunga.


ON DEFENSE:

Nothing. Get hit. Cry. I ded pls restart.



AS AN EXTRA: RESISTING COSTS STAMINA

Each resist attempt costs x amount of stamina

Roll RNG for success based on type of grab (neckgrab being hardest) and absolute defender stamina amount (The more stamina you have, the more likely to get away from the grab)

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