Copper
Savant
- Joined
- Jan 28, 2014
- Messages
- 469
IE style combat gets kind of messy if you hadn't noticed. Making specific positioning too important will just be annoying.I'm not sure if you would need to "control" facing as long as you are attacking the opponent you would most want to avoid hitting you in the flank/back, which is exactly what Sawyer is trying to incentivize. What type of scenario are you thinking about? If you're swarmed by gnolls it doesn't matter which way you are facing, tho you are given an added incentive to avoid getting surrounded.
I dunno about that - think Company of Hero's tanks, which had a lot more armour on the front, but could be disabled quite quickly by light AP weapons from the rear. Ain't no pause and issue orders in CoH either, although undoubtedly the fact that everything is ranged combat has a huge impact in making positioning clearer than a melee ball of death.
An essential feature would be that, like tanks, characters can move independent of the direction they attack in so they don't randomly turn their back on 2 guys to target someone running past them. Characters face towards the closest enemy by default, say, with a bunch of other conditions for situational use, but can attack anyone in a 270 arc around them, leaving only their back non-threatening (except for special attacks, etc, like a 'Reverse Thrust'. So you can back away and attack, have your two tanks go back-to-back as a saved formation or make a shield wall in a chokepoint, etc.
Obviously tanks are far more expendable than party members, but that's just tweaking the math, and adding gamist features such as traits that do status effects such as half movement, stunned for one action etc on crits or hits to the back so they don't need to do a huge chunk of damage to be useful.