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Combat, stats & dynamics

  • Mr.Nemo
  • 01/14/2013 12:26 AM
  • 1994 views
Sounds way too fancy for this

but since I have some really important school stuff coming up, combined with the fact that most progress on this game still revolves around spriting or plot writing (which, by the way, is actually making progress again), I thought I'd share the very minor details of combat-related stuff that actually deviates somewhat from the default battle system of rm2k3.

All characters have the regular five slots of equipment which may or may not affect the regular four stats (firepower, protection, offense and velocity). the first is FIREARM, which is pretty straight-forward; any ranged weapon goes into this slot. The second slot is for SIDEARMs, which are melee weapons of various sorts. the third and fourth slot are TORSO and HEAD respectively and does pretty much what you'd think they do. The last slot if for cybernetic AUGMENTation, the equipment that goes in here must be installed or removed at clinics or ripperdocs.

All weapons grant new actions and in the case of FIREARMS and some SIDEARMs, these action will drain the characters energy. Bigger weapons will drain more energy, so equpping, say, a rocket launcher on a character with a low energy maximum seems pretty inefficient (if the character can even fire it at all) but it is up to the player to decide. Additionally, SIDEARMs naturally come in handy if a character is completely drained or needs to find a more effective weapon against the enemy.

As characters become more skilled with the weapons, they will learn new skills to use whenever a weapon of the appropriate kind is equipped. Since I am trying to avoid acquiring skills by just leveling, or at least give players an influence over what their characters will be proficient in, the exact workings of this are pretty unclear right now.

All characters also have a unique command to use in combat.

As is standard for most rpgs, there are a number of elements attached to different weapons and skills that affect the effectiveness of one's attack. It's a bit... special and I don't have it on this computer (i think); it needs some revamping anyway.

Posts

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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You lured me in with a sexy blog title and then you BETRAYED ME

Gimme something concrete and specific to drool over instead of "well, this game will have equipment, and abilities" :(((((
it's all about sex to you isn't it :(

Craze
why would i heal when i could equip a morningstar
15170
Sounds decent to me. One question though: does it really need elements? I think with varied firearms/sidearms, you'd be fine with just "GUN" and "MELEE" (or maybe a third "FORCE" for rocket launchers and other such giant weapons). Tacking on more elements doesn't necessary equate to more strategic gameplay. I mean, games like League of Legends have attack damage mitigated by armor, magic damage mitigated by magic resistance, and true damage that cannot be mitigated on a few special effects (for example: Vayne wields a crossbow; if she gets three consecutive shots on a target, they take bonus true damage). The game would just get muddled if it reacted to stuff like fire/ice damage.
The "elements" weren't very complex initially (though I still can't really find where I put the document), basically revolving around 5 or 6 elements and that was before the whole firearm/sidearm thing.

But yeah, I've been fiddling with some numbers and planned out some equipment/skills and I don't think I'll be needing more than four (melee/ranged/blast/energy) - since the game doesn't have any "magic"-users (in a traditional sense) and features a couple of "non-lethal" weapons that don't inflict damage (relying on status-effects), I would agree that having a bunch of elements with really minor variations just clogs up some kind of proposed strategy. Also, the only time that, say, a fire weapon would be less effective against a human would be if said human were decked-out in some kind of futuristic getup that might as well be a combat/power armor (protecting against all anti-personell weaponry, which would include melee/ranged, categories in which for instance, the flamethrower is located)

tldr craze is right, as usual
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