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Author Topic: Strange Moods & Martial Styles/Stances  (Read 314 times)

InSanityDoesThings

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Strange Moods & Martial Styles/Stances
« on: January 24, 2023, 07:45:49 am »

Now, forgive me, I'm a new player and basically only played the Steam version, but I saw the "future goals" section on here and one thing stuck out to me:

Martial Styles.

I'm a combat nerd. I love combat. And hearing this sort of thing feels, quite frankly, extremely fun to work with. Martial styles is something more or less no other game has done, as far as I'm aware, staying with the generic skill system... So, naturally, I got some ideas for it.

Number 1: Tie it to strange moods.

As is with other artifacts in the world, many dwarves get ideas to build artifacts, and then they follow up on them.
So, why not do the same with Martial Styles?

Essentially, a dwarf that's highly skilled in combat (i. e. an elite, as the wiki calls it) can enter a strange mood, secluding themselves to exclusively training. They require nothing, except a weapon (unless they're a wrestler, in which case they don't use a weapon). After some time, the game rolls to see what the Martial Style will be: It takes into account the 3 combat skills above the level of Great that have the most experience gained, barring Observer (and a dwarf whose only elite combat skill is Observer cant enter this mood -- this is mainly because every single dwarf always gets Observer fastest) and procedurally generates a fighting style based on the highest level one.
Now, this system, admittedly, could be more refined, like choosing a primary Weapon skill, primary defensive skill (Dodger or Armor/Shield User) and primary combat skill (Fighter, Archer or Observer, but Observer should definitely have less weight because of how fast gaining skill in it is), but I think this would allow for more variety in styles.

As an example, if Urist McSwordsmaster was a Grand Master Swordsdwarf, High Master Dodger and High Master Fighter, he would develop a style focused on using swords, with swift movements (dodging) and a focus on offense (Fighter). The name and description of it would reference the 3 main skills, too, of course.
While using a sword and this particular style, UristMcSwordsmaster would gain a boost to dodging, precision and offensive maneuvers. You could also randomly generate moves that Urist McSwordsmaster can use (they should probably be stronger than basic attacks with a sword, if nothing else), and then other dwarves can attain them depending on their level of mastery over the afformentioned Martial Style.

-- if the main skill is not a weapon skill, like, for example, Fighter, the user gains bonuses upon using that skill (i. e. attacking), though, they should be lower than bonuses you get when attacking with a, for example, sword based style using a sword, for the sake of balance.*

* - essentially, every main skill will give you bonuses while using that skill, for that skill, but depending on the level of specialization, the bonus will be higher or lower (a Fighter

Now, Urist McSwordsmaster gets that Style as a skill, maybe in a specific submenu under skills where mastery of various styles is kept track of. He starts as whatever level his highest skill was at the point that the strange mood ended -- in our case, Grand Master. He can further train this style, which also trains his Swordsdwarfship, Dodging and Striking. No dwarf can get a level of mastery in his style that's higher than him, unless it's his student, or he's dead. He can develop new moves at certain intervals.

-- that is the basis of the idea, more or less. --


Further expanding upon it, when you get a master of a specific style in your fortress, many aspiring fighters, soldiers, adventurers and mercenaries will join your fortress in hopes of learning it. You can place down a hall for specific martial styles in your fortress, including your own -- the inventor will be very happy if he gets his own dojo.

Of course, that means he drops out of your military and starts his own "squad", of people he has decided to teach his fighting style.

Urist McSwordsmaster can decide who, when and where he wants to tutor. He will probably tutor at his own dojo, and chooses students based on closeness and personality. He will reject people whose personalities he doesn't like (for example, if he's good willed and enjoys helping people, he won't accept someone who's selfish and hates helping people), but other than that, sooner or later he will get 10 or so students.

His squad acts as any normal squad, except that a weapon of a certain type (in this case, sword) is always required in their uniform, though you can change the material whenever you want.

Other people with their own martial style may come and challenge your dwarf to sparring, or straight up duels-to-the-death (you can reject it in the same way you can reject a petition, though sparrings always happen). If Urist McSwordsmaster gains enough notoriety through beating other martial masters, the inventor of a specific style might come visit, in which case a regular sparring and/or duel still happens, but in some cases, you might just get another inventor of a style in your fortress, and have to set up a dojo for him too (he will petition to join the fortress, like any other citizen, but his title, "Inventor of X Style", will be shown on the petition screen).

Now, I've not touched up on moves much, but I feel like they could be similiar to attacks in adventure mode, but more specialized and/or stronger. The name is also randomly generated, but the attack can be based on a few factors:

If it's an offensive style, moves will probably be focused on, well, offense. From fakeouts, to lethal takedowns, there should be an abundance of cool moves that will make it look like an anime battle simulated by GPT3.

If it's a defensive style, moves will probably be focused on avoiding attacks or creating wide openings, or disarming opponents. Of course, this depends on the type of defense that the style uses (dodging or armor).

Now, even offensive styles will get utility moves that are either heavy or light (armor and dodging respectively).
In the case of heavies, it would probably be turning your body on a way that an attack hits armor and/or a shield, deflecting it and destabilizing your opponent.
In the case of lights, it would be nimble movements focused on making your opponent miss an attack, thus creating an opening for you to strike, or counter strike.

In an offensive style, most moves will be active, meaning that they will be used when you are attacking, though this is pretty much self explanatory.
In a defensive style, most moves will be reactive, meaning that they will be used as either generic counters to your opponent's moves, or specific counters to specific attacks.

Number 2: Adventure Mode

I wasn't gonna leave this one out, right? Essentially, in Adventure Mode, I feel like inspirations could be a fun way to spice up the regular formula. Searching all across the land for a specific item, or thought, or material, that will help you create the strongest artifact of all time. Sounds neat, huh?

If, in adventure mode, you hear a masterful poem that you've never heard before, witness a master of arms at play, or see a major artifact, you might get inspired to make your own. However, there's one limit I'd like to remove, or at least increase, or even make an option -- the amount of strange moods your character can get, maximum. It should be a slider between like 1 and 10, preferably, to make it more fun.

Okay, back on track, in adventure mode, you might get an inspiration if you witness something cool happen, or do something cool yourself. Getting to a Legendary level in Swordsmanship, or Weaponsmithing (when and if it gets implemented), or,, as I've noted before, hearing a masterful poem, might get you inspired (aka. in a strange mood), regardless of race, because an event that adds this much roleplaying potential shouldn't be locked behind being a dwarf.

For a lot of skills, the requirements to make an artifact would be different. As a Weaponsmith, Armorsmith, Blacksmith etc., you'd probably have to look for ingredients. You should probably be able to select those yourself, but generally, the base ingredient would be Adamantine (Cloth, Thread, or Bars). Then, if there isn't one, the world would generate some sort of vault, treasury, dungeon or w/e with the required base ingredient, possibly already in some sort of form (so you'd have to steal an ancient artifact, maybe)

For others, it will probably be up to your preferences/personality, or just personal choice.

Now, I'm getting slightly off track here, so back to basics -- Martial Styles (have i accidentally called them fighting styles yet?)

Your adventurer might get inspired to make a Martial Style (certain % chance for all of the following), if they reach a Legendary level of a combat skill, fight against an inventor of one (either sparring or full on combat) or do something Cool As Fuck. Now, what is Cool As Fuck? Conquering a vault, or defeating a demon singlehandedly, or taking down an either criminal underground. Or assassinating a king. Killing someone who has a Legendary skill (not inborn).

Then, they will start gaining experience for that Martial Style when fighting, sparring or practicing. When you gain enough experience to get to Legendary level, a menu pops up. In it, you are able to select the main 3 skills your fighting style is based on (main one and two secondary ones -- probably follows the system set up for fort mode), then you get a list of about 10 randomly generated moves. You select 3, and gain those three moves. Then, each time you hit the next exp threshold, you can select 1 of 5 randomly generated moves, each time you hit the threshold.

These are just rough numbers though, and subject to change.

Now, this is barely even a basis for a combat system, considering I haven't talked about more or less any specifics or numbers, but this is some sort of rough idea I had for it.

I don't know if I'm doing this right, or if the post is nice to read, since it's my first time, so I hope you're understanding  :'(
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Orange-of-Cthulhu

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Re: Strange Moods & Martial Styles/Stances
« Reply #1 on: January 24, 2023, 07:59:23 am »

It's actually planned to introduce fighting styles at some point!

It's a cool idea that npcs/players would be able to create them.
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