https://www.kickstarter.com/project...aledorn-old-school-hardcore-rpg/posts/1188061
Game Mechanics Part 4
Greetings friends. We will focus in today's update on the next part of our series about mechanics. This time mechanics of dueling. Locally I go much deeper, so if you're not interested, feel free to skip that passage. These passages are in italics.
.
Battle GUI
This is one of the main GUI of the game. Its goal is to give to the players the opportunity to use the tactics according to his wishes. GUI is based mainly on the fact to allow players to use all the movement they thing. In order to combat the player can use a lot of actions.
The event will cost Action Points (AP). AP are secondary attributes, which are calculated from the primary attributes. AP will be ranged from 8 to 27. Normal character will have 18 AP.
.
Determining initiatives
Initiative determines the order in which individual characters in a play will fight. While characters with high initiative can play multiply in a single round. Extremely powerful enemies can also play 4 times or five times in one round of combat.
The initiative is based on the level of character intelligence and random point. The initiative may also be influenced by various bonuses from spells, skills and items. For every 10 points of the initiative will play the character again in the same round. Ex. character's initiative 37. This means that the tension in that round will be on 37, 27 and 17. It means play 3 times per round. The remaining 7 points initiative takes as a bonus to the next round.
.
Events close combat attack - the chance to hit
The character performs an action attack. On the resulting probability will affect: the proportion of fighting knowledge of the attackers and defenders, skill in the weapon movement, used weapon, positions of attacker avd defender (attack from the side and from a backup), the number of prewievs attacks in this round, "an attack on the debt?" passive defense of targets, lighting, active defense.
Share fighting knowledge of the attackers and defenders
Combat knowledge of a single character may be in the range of 50 - 150. Ie. the proportion will be within the range 0.3 - 3. This number is then multiplied by the probability of interference given by used weapon.
Skill in the weapon
Weapon skill directly increases the percentage of the intervention. Each level of the weapon skill adds a few percent to hit + other secondary effects.
Manévrs
Each type of weapon will have a few special maneuvers. These maneuvers will need to be open in the skill tree. The maneuvers will lower chances to hit, however, bring additional benefits to secondary effects (stunning, increased chance for a critical hit, dropping to the ground ...), or simply increase the damage.
Used weapon
Each weapon has a parameter of accuracy. This parameter is in percent. The accuracy is in the range of 30% - 90%.
Position of attacker
When the position is from the side attacker gets bonus + 10% at the position of the backup + 20%.
Application of previous attacks
For each of the previous attack, carried out in this round decreases the probability of successful intervention by 10%.
Attack on debt
Attack on debt is a special version of the lower attack. This is a maneuver that allows you to attack even if the character has no longer enough of AP offensive action. The probability of attack decrease persentagly for each missing AP. These AP will character miss at the next round.
The exact mechanism is based on a fraction of the missing AP. If the attack costs 5 AP and 2 AP is missing to character, it will likely be reduced by (2/5) * 100 [%]. Ie. in this case 40%.
Passive defense of targets
Passive defense objectives is primarily "dodging". This can be in the range of -20% to 20%. Yes really big and clumsy characters are easier to hit. Other passive protection can be provided by different items and spells.
Lighting
Type of lighting strongly influences the percentage of intervention. Penalty for illumination ranges are from -5% to -45%. In complete darkness -100%. At the same time plays a big role a race of the character. Some races negate this penalty.
Active defense of targets
Active Defense is a story in itself. I can just say that to do this action is necessary to retain some AP. Active Defense can rapidly reduce the chance to hit the attacker eg. when using a shield. Or even differently, break off the attack and reprisal, and many other options.
.
Ranged attack - the chance to hit
The character makes a ranged attack - shoots, or throws a projectile. These parameters will affect the resulting probability: Art of War, the skill with weapons, maneuver, weapon, distance, coverv of defender, defender position, number of previous attacks, the attack on the use of debt, the penalty for passive defense targets, lighting, chance of hitting another goals, active defense goals.
Distance
Each long range weapon, has some optimum distance. When firing just at this distance is change of accuracy 0%, when shooting at greater chance to hit decreases by 5% per hex, while the opposite direction increases chance to hit by 5% and so on to a minimum distance.
Cover of defender
The defender can cover himself back to different objects. These objects provide coverage ranging from -10% to -100%.
Position of defender
If the defender is slumped attacker acquires a -5% sanction to hit. When lying -20%
The chances to hit another target
Directly reduces chance to hit just because the probability of hitting another target. Another objective will be hit by a failed hit and throw so bad that it "fits" into percentage to hit other target.
.
Calculation of reducing of stamina during the attack (due to injury)
When this calculation is an essential input parameter success or failure of the attacker. The whole point of the "injury" is built on the concept that the defender tries to parry all attacks, or avoid them. Therefore, a successful attack can be taken as follows: how much energy (stamina) stood defender to avoid attack. Therefore, a successful attack will cost to a defender more stamina than unsuccessful. Anyway, any attempt to defend without use of active defense will always cost some stamina. The resulting deduction of stamina depends on several parameters: input damage (total damage of weapons and attacking character bonus), the quality of armor weapons penetration, protection against the type of damage, armor damage, injury of secondary damage, application of special effects.
Input damage
The calculation is the sum of the input weapon damage (a range) for example. 2d8 + 3 and bonus damage (secondary attribute) for example. 3. Successful attack will cause injury in the level of the weapon + bonus injury (secondary attribute) and also secondary effects can be count. Likewise, against a successful attack will not to be made most active defences. Failed attack will cause only minimal injuries. Ie. in this case 3 + 5 = 8.
Armor quality
The quality of the armor is the sum of all its parts QA. It is important for calculation the final injury. QA compares with penetration, and according to the result will count its influence more or less.
Pierce
Pierce is weapon parameter. Small weapons (dagger, rapier) have a relatively low pierce, while large and cumbersome weapons (hammers, axes) vice versa.
Quality Impact armor to calculate damage reduction
Before this calculation it is necessary to choose a formula by which the calculation being made. The formula is based on whether the armor which defender use is adequate against the type of weapon, or vice versa.
The quality of the armor is higher than the pierce (QA> PR). At this point, the defender has good armor, and even a successful attack will not cause so many injuries. If we input X0 damage, armor QA quality and vigor PR, then the formula is:
(rounded up); Using the example. PR = 3 and QA = 7, and if we substitute the values from the previous example, we get = 2 damage.
The quality of the armor is lower than the penetration (QA <PR). This is the moment when the gun went through his armor and caused him some injuri, or defensive maneuver was not so successful, and cost to defender a lot of energy. Use the same parameters as in the previous example, with the different number QA = 2.
(rounded up); Using the example. PR = 3 and QA = 7, and if we substitute the values from the previous example, we get = 6 damage.
As can be seen, the figures who are unarmored do not live too long under attack. In both cases, we considered unsuccessful attack.
Just for fun, we can calculate what would happen when successful attack happend. Throw example 4 and 7, ie. Input damage will be the 17.
QA > PR: = 4 damage.
QA < PR: = 13 damage.
Protection against damage type
This is in percentage, which directly reduces the output damage. If we have eg. protection against physical damage 25%, and if we work out the numbers from the previous example, os damage as follows 2, 4, 3 and 10.
Armor damage
As already mentioned, armor directly absorbs some damage. Whatever the lower pierce, or higher, always absorb some. The damage not disappears. Go to "soak" (durability) of armor. Armour will have different characteristics depending on the damage. Among other things, will reduce the armors MC.
Application of secondary injury
This injury is applied only when a successful attack. These are additional injuries eg. poison, fire, frost, etc ... If we have poisened a weapon the effects of the poison take effect after a successful attack. Likewise, it would be eg. with a magic weapon that burns and thus gives additional fire damage. This injury is reduced only "protection against damage type" QA no longer plays a role.
Application of special effects
Various maneuvers bring various effects. These effects occur again only after a successful attack. This is eg. the stunning, knocked down, etc.. The object which is under attack can resist to the effect of special effects, because often will be thrown a "trap for the attribute".
.
Movement
The movement of the characters will be carried out by clicking on the unoccupied hex. If a player moves to the unoccupied hex, it shows the way calculated by "search path". Then just click and there the character will move. There will be two modes for players. The first is the one that I mentioned, the other is called walk with confirmation. The player can click on the hex, then when you click on it a second time, you will move the character there. This avoids owerclick plus the player can better plan the way. This is very important in a variety of defensive maneuvers of the enemies who can do different counteraction on your walking. Current mechanics allows for AP 2 per hex walk along the normal surface, 3 AP with poor surface.
It is also possible to jump an object, or jump ower it, there will be consumption AP made operatively. Currently it is so that the jump at object is surface plus 2AP, like normal jump down. Jump ower object is 4 AP per hex. Will be possible also skip ower a other body lying on the ground.
It is also possible to change the position. This is particularly useful if he wants to hide himselve, for example against gunshot attacks. Crouch is worth 2 AP, lying down 3 AP, the change between positions 2 AP is always shown.
Also, of course, will be possible to turn around. Rotate the right direction is very important in terms of defense. Because attacks from the side and from the backups are much more dangerous. Likewise, from backup and side is not possible to apply the most active defense.
.
To hide
This is a special event of several characters. The figure disappears and is invisible. Hiding obviously has several conditions, eg. The figure should not be in direct view of the enemy. Must be some distance from him and must make a throw.
Hiden character can walk normally around the battlefield, but its actions are much more difficult AP + 2.
The purpose to hide is that figure will not be the target of attacks and it is easier to get into the enemy's back where he can make very unpleasant ambush with a bonus on a critical hit.
.
Rearm
Rearmament will have its own GUI. In this environment, the player works with inventory, but any movement is cumulating. After applying this event calculates the number of AP, which the specified action will cost. Ex. The character has a backpack, carrying a broadsword. And he wants to remove the object from the bag and take it in hys hand.
We thibg: Sword put on back (AP 2), takes off his backpack (5AP), down to the backpack (2AP), takes the object (3AP), put it back into its original position (2 AP). Overall, this will cost 2 + 5 + 2 + 3 + 2 = 14 AP. It is to be noted that the bag remains on the ground, ie. If the character leave it, than will no longer be able to work out of his rucksack within overkill.
Action and prices in action points:
- Hide, show weapon – 2 AP
- Leave backpack – 5 AP
- Take a subject (free hand necessary) – 2 AP
- Throw away subject (in hand) – 1 AP
- Take of small subject – 3 AP
- Handower subject – 2 AP
.
Reload
Firearms is of course necessary to charge with projectiles, respectively throwing removing another. This charge is also cost differently. They stem from the place where the next projectile character carrys.
Examples in AP:
- Reload form other hand – +0 AP (it is possible to do it at once)
- Recharging random arrow from the quiver – +1 AP
- Recharging arrow with choose from the quiver – +3 AP
- Recharging from the belt – +2 AP
- Recharging from the pocket - +2 AP
For example: You have a ten arrows quiver on your back. You fill it before combat with five standard arrows, two silver ones, two magical arrows and one with poison-coated tip. If you want to attack as many times as possible your hero will randomly pick one of these (decided upon a percentual chance - in this situation 50% standard, 20% magic and silver ones and 10% poison arrow pick chance). Sometimes you´ll want to shoot a specific arrow (e.g. a silver one when fighting werevolves or even vampire) and that will cost you two extra APs for it delays your character to choose the correct one from the quiver. Magic system will be described in detail in an upcoming KS update, so I´d recommend you to visit it in next days to find out more about it.
.
Active defence
Active Defense is an action that the player is preparing in advance. Subtract AP, but action starts at the moment when someone attacks him. In the complex rules of the game (can be switched before the start of the game), the player may choose to attack what active defense runs out, otherwise always the first attack led on him.
We hawe several types of active defences. Perhaps the most basic is to focus on defense. The character uses what he has in his hands and try to deal with it as best defend. Dramatically reduces the chance of a successful attack the attacker, especially when using a shield.
Then there are active defense, which are rather counterattack. One version is eg., that when a defender makes an unsuccessful attack automatically counterattack with a bonus. Another possibility is that the character watching the space around a character who approach him at contact distance (distance given weapons) will be necessarily faced of attack.
Although it can give to someone special, we are counting between active defenses interupt with a firearm. Against you, for example. is a character who is crouching behind the barrier and always shoots and lies down. Thus, you should never have a chance to shoot it. However, just using the active defense you can shoot exactly in the moment when they expose to fire.
Active Defense is a wide range and will depend on the equipment and the skills of the characters.
.
Break time
In the fight characters will lose stamina. It is possible to stay all round and return such a small part of that stamina you loose. Currently counts with 5 to 10% of the lost stamina in this fight. The player can rest only once, after every loss of stamina. Otherwise, the icon is inactive.
.
Magic
A character who will have mana will be able to cast spells. The whole principle of magic I will deal with in other separate chapter. Here I can only say, there will be two versions of magic. One of the basic mechanics, the second for complex (can be switched on before the start of the game). In first version will be for each spell accurately determined AP, in the second version player will have to choose it by himselve.
.
Other actions in the fight
In a fight can be made, of course, much more than just blindly attack, defend, and magic. It will also make use of interactivity of the environment. Smashing breakable things, lock the doors by tables and chairs, jump up and jump down from obstacles, throw enemies chandelier, to swing on the rope and many other events which environment allows.
I was also not dealt with throwing weapons. They will be among classical attack and various other applications. E.g. throw oil and later fire it, throw the explosive and many other interesting events.