PP Combat

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Revision as of 23:38, 8 March 2012 by CourseDirector (talk | contribs) (Player Damage)
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Combat: true-turn-based, on stages, using a grid. Add the element of cover.

Section 1.1: Attacks and Stats Attacks: melee, ranged, and magic. Magic cannot go through cover, melee only hits the immediate vicinity, ranged can hit anywhere.

Stats: Attack, Defense, Strength, Accuracy, Intelligence, hitherto reffered to as ATT, DEF, STR, ACC, and INT.

Weapons and Items

Each item has the potential to add bonuses to all stats. Each item has 7 properties associated with it, a + to each stat, and then AC or Damage depending on whether or not it is a weapon. The last property is item-type, determining where it gets equipped(weapon slot, shield slot, etc).

An item will not necessarily bestow stat bonuses but still has that property, thus making the +0.

Only weapons have damage. The base damage is determined by a random function and there can also be a + attached. For example a +1 Longsword does 2-8+1 damage.

Thoughts: it might be interesting if we could add a random loot-generator to produce items for us based on a simple formulae. We’ll determine this in coding.

Damage Calculation

Base Damage: Combat weights are 0.3 for attack and 0.5 for the relevant stat. MELEE: A melee attack uses weighted values from Strength and Attack RANGED: A ranged attack uses weighted values from Accuracy and Attack (Note: all numbers to be rounded to the nearest whole)

Variable Damage: A weapon has a variable number(such as 2-8) for damage, this is calculated on each attack.

Final Damage: Once damage has been totaled, 90% of the target enemy’s Armor Class is subtracted, and damage is applied.

Magic Damage: Magic is based entirely around spell-damage specific to each spell and ignores AC entirely. Spell damage is variable and does not draw on any stats.

Player Damage

The player characters take damage differently in one key way: for the players, 100% of AC is subtracted from Final Damage, allowing the players to become potentially invulnerable.

Section 1.5: Enemies and AI Mobs will only have 3 actual values associated with them: Type, AC, and Damage. Mobs do not have stats nor full character sheets.

Example: Trusty Troubadour Type: Melee AC: 7 Damage 1-10

According to the extant combat system, a player character with an AC of 10 or more would be completely immune to the Trusty Trubador.

In the case of magic-using enemies, they do not have Mana Points and only use a single spell.

The AI needs to be smart enough to choose who to attack based on AC. In the example above, the AI needs to know to go after the Ranger instead of the Knight if the Knight has more than 9 AC.

Thoughts: Potential balance issues: If we make the AI base it’s decisions entirely on AC, then after a point it will be attacking only the weaker, lesser Aced characters like the mage. But if we use something like damage, the mage will also always be targeted because the spells have much higher damage levels. This is something we’ll have to work on.

Movement

At the very beginning of each round the player has the option to basically stick their guy’s anywhere on screen, so they can move them behind cover or arrange thesmevles somehwere