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Author Topic: A Quick Combat System and Character Creation Test [Need 6 People + Suggestions]  (Read 30678 times)

Draignean

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I'd have moved in front of his thing and either pushed the townsperson out of the way, or been where he is ending up and he'd have had to push me out of the way and into his stab or fail the push and then I'd be in range of his stab.

Unless, movement doesn't work like that? What happens if you move into someone during an attack? I assumed the same as if you moved into them normally, but maybe not?

Bugger. Sorry, I was doing your action from memory- when you were set to cleave Nullius in the spine. Carry on.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
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Criptfeind

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Wait, I mistoke myself for someone else on the map. NVM ALL THAT SHIT.

Wait, the cords on the map swapped around between turns. Before I was at 17,9 and I moved to 16,10, but this turn I started on 15,9. Super confusing.

Don't worry, I can make the change. You moved first after all. Editing turn now

No, go back to whatever your original thing you wanted to do was, I fucked up where my guy is.

What happens when you move into someone during an attack? Specially when you're moving multiple squares?
« Last Edit: March 21, 2017, 03:40:57 pm by Criptfeind »
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heydude6

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Don't worry, I can make the change. You moved first after all. Editing turn now

No, go back to whatever your original thing you wanted to do was, I fucked up where my guy is.

It's okay, I actually like my new plan better. It may do less damage but I end up in a better position.
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Draignean

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Wait, I mistoke myself for someone else on the map. NVM ALL THAT SHIT.

Wait, the cords on the map swapped around between turns. Before I was at 17,9 and I moved to 16,10, but this turn I started on 15,9. Super confusing.

Don't worry, I can make the change. You moved first after all. Editing turn now

No, go back to whatever your original thing you wanted to do was, I fucked up where my guy is.

What happens when you move into someone during an attack? Specially when you're moving multiple squares?

You use the damage of whichever weapon you're attacking with for an opposed damage check. Whoever wins gets to dominate the other's movement.

[EDIT FOR COMPLETENESS] If you move multiple tiles in a single move action and you land on top of someone else's location, then you can push them one tile in the direction you declared the attack from. If you lose, your movement gets stopped on a tile between the start and endpoint and you might not threaten everyone that the attack would normally threaten.

[/edit]

As for coordinates, I've been basing them whichever map section you're currently on, so the top left is always 1,1.  I didn't think occasional shifts would matter that much, since your relative locations are still unchanged, but I can swap over to a master coordinate system if you'd prefer. Just takes a bit longer to set up.
« Last Edit: March 21, 2017, 03:56:58 pm by Draignean »
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
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Criptfeind

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[EDIT FOR COMPLETENESS] If you move multiple tiles in a single move action and you land on top of someone else's location, then you can push them one tile in the direction you declared the attack from. If you lose, your movement gets stopped on a tile between the start and endpoint and you might not threaten everyone that the attack would normally threaten.

What happens to the threatened squares that can't be "reached" if you fail to push someone. Are they removed from the attack? Moved to their positions relative to where you ended up? Something else? How are threatened tiles chosen to be "pre" or "post" movement? IE: If I failed to push someone with a heavy rush, would all the squares threatened get changed or just the red one, or the red and one of the yellows? If movement only partially fails does that invalidate all the post movement threatened tiles or just some of them? How can you tell which is which? Would that make it possible to threaten someone twice with the same attack if a failed push overlapped threatened squares? Would it be possible to hit yourself with one of your attacks? Since movement happens after damage lands anyway how it's it possible that changing the outcome of the movement changes the outcome of the damage? That seems inconsistant but the other possible way of handling it also doesn't really make sense since it means you could like dagger stab someone without getting close to them. Lota questions here but I figure I'd better try to you know, make sure that everything is clear.

As for coordinates, I've been basing them whichever map section you're currently on, so the top left is always 1,1.  I didn't think occasional shifts would matter that much, since your relative locations are still unchanged, but I can swap over to a master coordinate system if you'd prefer. Just takes a bit longer to set up.

Now that I know it's happening, I'd be fine with either way. It just caught me off guard.

Edit: I know that's a hell of a barrage of questions, and I'm sorry for that. But considering how often bumping into enemies is going to happen these all seem pretty important things to know in order to be able to predict the outcome of attacks that move.
« Last Edit: March 21, 2017, 04:13:02 pm by Criptfeind »
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Draignean

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[EDIT FOR COMPLETENESS] If you move multiple tiles in a single move action and you land on top of someone else's location, then you can push them one tile in the direction you declared the attack from. If you lose, your movement gets stopped on a tile between the start and endpoint and you might not threaten everyone that the attack would normally threaten.

What happens to the threatened squares that can't be "reached" if you fail to push someone. Are they removed from the attack? Moved to their positions relative to where you ended up? Something else? How are threatened tiles chosen to be "pre" or "post" movement? IE: If I failed to push someone with a heavy rush, would all the squares threatened get changed or just the red one, or the red and one of the yellows? Would that make it possible to threaten someone twice with the same attack if a failed push overlapped threatened squares? Would it be possible to hit yourself with one of your attacks? Since movement happens after damage lands anyway how it's it possible that changing the outcome of the movement changes the outcome of the damage? That seems inconsistant but the other possible way of handling it also doesn't really make sense since it means you could like dagger stab someone without getting close to them. Lota questions here but I figure I'd better try to you know, make sure that everything is clear.

Quite, this is a test, after all.

So, if you fail a push with heavy rush,  it would collapse down the equivalent the straight sword slash. The the upper red and yellow tiles moving one space back. You cannot get your damaged increased by a forced movement, successful or otherwise. Even in the above,  where I phrase it as 'collapsing down' you don't get the benefit of two yellow tiles on the NE front.

You can't be pushed onto your own melee attacks, nor can you hit yourself with single target attacks of any kind that land on the same frame they're fired. Even if you specifically target tile with a bow (3,4) and you end up occupying (3,4), I'm going to assume that you're not going to want to shank yourself with an arrow. Burst attacks are another matter, you can absolutely catch yourself with those.

I understand your point about the inconsistency of timing, but the best method I had of addressing it seemed a bit harsh. Instead of only being able to by threatened by attacks to the tile you occupied at the beginning of the frame, any attack that involves movement means you're able to be threatened both from the place you are moving from AND the place you're going to. If an attack would hit you in both places, both roll damage and you take the worst option.

I'm still open to making that happen, but my initial thought was that it was a substantial drawback in a game where doubling the area you can be hit in is a rather fatal proposition.


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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
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A: "No, not particularly."

heydude6

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If we're still asking questions. How do shoves work now? I can't find them in the OP and since we overhauled the stat system, I don't know if they work the same way as they used to.



Also, I edited my action again after realizing I had used an extra frame in a heavy attack that I didn't need to use. What I have right now is a bit high risk, high reward at the moment, but if Nullius kills the guy in front of him (or the guy moves away from the tile), then it should safe.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

TheBiggerFish

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How do I attack?
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OceanSoul

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How do I attack?
There are two types of attacks; light attacks, and heavy attacks. Each one requires a frame investment, dependent on the wielded weapon and attack type. That many frames in your turn must be either warm-ups/cool downs for the attack or, for one of them, the attack itself. To see your potential light and heavy attacks, look under the spoiler for your weapon in the OP; yellow spaces are 1/2 damage, red are full damage, and dark blue would be where you move to after the attack. Pick an attack name and direction, invest the frames, select the invested frame to attack in, and you're good to go!

..oh, and some abilities are attacks in and of themselves. Some even modify attacks.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

Draignean

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How do I attack?

This is what tells me I've struck gold with my system.

In a play by post system, I've managed to generate a level of confusion typically reserved for overly complicated computer games from the mid nineties.

I'm first assuming that you've read the rules spoiler. If you haven't I'm going to be quite wroth with you.

Step 1. Decide whether you're making a light or heavy attack
Step 2. Decide what frame exactly that attack is going to happen on
Step 3. Decide which attack from your moveset you're going to use
Step 4. Decide which direction you're going to attack in (N, NE, SE, S, SW, NW)
Step 5. Allocate a number of wind-up/cooldown frames equal to the frame cost of the light/heavy attack -1 (Since you already spend one frame on frame you launch the attack)



If we're still asking questions. How do shoves work now? I can't find them in the OP and since we overhauled the stat system, I don't know if they work the same way as they used to.

We're absolutely asking questions still. This is a test. I'll need to add a better version of this to the rules spoiler, but here's the short version. Shoves are now decided by opposed base damage. Both parties roll the damage of their best weapon, and the winner gets dominance. What this means depends on which type of shove we're talking about.

Case 1: If one entity (the shover) is moving into a tile currently occupied by another entity (the shoved).
If the shoved gets dominance, the shover just loses their move action.
If the shover gets dominance, they can punt the shoved to an adjacent tile of their choice- except the one that the shover was moving from.

Case 1: Both entities are trying to move to the same location at the same moment.
In either case, the entity that gets dominance completes their move, while the loser forfeits their move action.

How do I attack?
There are two types of attacks; light attacks, and heavy attacks. Each one requires a frame investment, dependent on the wielded weapon and attack type. That many frames in your turn must be either warm-ups/cool downs for the attack or, for one of them, the attack itself. To see your potential light and heavy attacks, look under the spoiler for your weapon in the OP; yellow spaces are 1/2 damage, red are full damage, and dark blue would be where you move to after the attack. Pick an attack name and direction, invest the frames, select the invested frame to attack in, and you're good to go!

..oh, and some abilities are attacks in and of themselves. Some even modify attacks.

This an excellent short version! I admit to having trouble with brevity.
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Tiruin

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How do I attack?

This is what tells me I've struck gold with my system.
Good! Now I didn't have to be the one to say that, so you can strike gold twice :P
Thanks TBF for your curiosity and inquisitiveness. :)
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Criptfeind

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So, if you fail a push with heavy rush,  it would collapse down the equivalent the straight sword slash. The the upper red and yellow tiles moving one space back. You cannot get your damaged increased by a forced movement, successful or otherwise. Even in the above,  where I phrase it as 'collapsing down' you don't get the benefit of two yellow tiles on the NE front.

Hum. I'm not sure I like this to be honest, not only is it inconsistent, but more importantly it forces this very awkward thing with the tiles being hit collapsing in a way that's unpredictable. I mean we can apply common sense to certain moves, but with no general rule it feels like to be sure we'd have to get you to personally explain out the reactions to every possible permutation of blocked movement for every threatened tile in every move that has movement.

I understand your point about the inconsistency of timing, but the best method I had of addressing it seemed a bit harsh. Instead of only being able to by threatened by attacks to the tile you occupied at the beginning of the frame, any attack that involves movement means you're able to be threatened both from the place you are moving from AND the place you're going to. If an attack would hit you in both places, both roll damage and you take the worst option.

This seems like that solution would just be flipping the inconsistency around to be honest. Attacks happen before and after movement? Except when your movement is blocked then they come after except they can still hit into the past? Even if you did this it'd still not really make sense.

I feel like both the inconsistency of collapsing attacks and where movement takes place in an attack could be solved if you're willing to make movement take place after attacks in a hard way. IE: Blocked movement doesn't actually effect threatened tiles. Which means you could in theory end up with say, a dagger guy stabbing someone like 5 tiles away. But movement and weapon range is already pretty fantastic and it would both be consistent and simple rules wise.... Idk, the way it is now seems somewhat overly complicated.
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Draignean

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So, if you fail a push with heavy rush,  it would collapse down the equivalent the straight sword slash. The the upper red and yellow tiles moving one space back. You cannot get your damaged increased by a forced movement, successful or otherwise. Even in the above,  where I phrase it as 'collapsing down' you don't get the benefit of two yellow tiles on the NE front.

Hum. I'm not sure I like this to be honest, not only is it inconsistent, but more importantly it forces this very awkward thing with the tiles being hit collapsing in a way that's unpredictable. I mean we can apply common sense to certain moves, but with no general rule it feels like to be sure we'd have to get you to personally explain out the reactions to every possible permutation of blocked movement for every threatened tile in every move that has movement.

I understand your point about the inconsistency of timing, but the best method I had of addressing it seemed a bit harsh. Instead of only being able to by threatened by attacks to the tile you occupied at the beginning of the frame, any attack that involves movement means you're able to be threatened both from the place you are moving from AND the place you're going to. If an attack would hit you in both places, both roll damage and you take the worst option.

This seems like that solution would just be flipping the inconsistency around to be honest. Attacks happen before and after movement? Except when your movement is blocked then they come after except they can still hit into the past? Even if you did this it'd still not really make sense.

I feel like both the inconsistency of collapsing attacks and where movement takes place in an attack could be solved if you're willing to make movement take place after attacks in a hard way. IE: Blocked movement doesn't actually effect threatened tiles. Which means you could in theory end up with say, a dagger guy stabbing someone like 5 tiles away. But movement and weapon range is already pretty fantastic and it would both be consistent and simple rules wise.... Idk, the way it is now seems somewhat overly complicated.

See, the problem with that is that you can then use that inability to move to a new location in order to benefit yourself. It creates a cheeseable effect.

Imagine that you have a dagger user and an axe+greatshield user.  A perfectly valid strategy for them would be to send the shield user forward to draw a horde, and then have the dagger user stand back and use the spin slash into the greatshield user's tile. That would enable him to deal consistent AoE damage without ever exposing himself to a threatening situation or endangering his company.

No, I'm not willing to make that change. It doesn't make sense and it creates a bizarre loophole that can be exploited in a gainful way.

What about replacing the attack with a basic strike? If you're blocked as part of a weapon movement, your attack converts down to a one space yellow-tile strike in the direction you were moving. It's worse in all respects for the user, but it's consistent and potentially enables you to interrupt enemy reach attacks just by plowing into them.
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---
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A: "No, not particularly."

IronyOwl

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1. Move NE
2. Move SE
3. Move SE
4. Move SE
5. Move SE
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Criptfeind

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See, the problem with that is that you can then use that inability to move to a new location in order to benefit yourself. It creates a cheeseable effect.

Imagine that you have a dagger user and an axe+greatshield user.  A perfectly valid strategy for them would be to send the shield user forward to draw a horde, and then have the dagger user stand back and use the spin slash into the greatshield user's tile. That would enable him to deal consistent AoE damage without ever exposing himself to a threatening situation or endangering his company.

No, I'm not willing to make that change. It doesn't make sense and it creates a bizarre loophole that can be exploited in a gainful way.

What about replacing the attack with a basic strike? If you're blocked as part of a weapon movement, your attack converts down to a one space yellow-tile strike in the direction you were moving. It's worse in all respects for the user, but it's consistent and potentially enables you to interrupt enemy reach attacks just by plowing into them.

I'm not sure if this is as cheeseable as you say, if you spin slash forward but the last tile is blocked, you could still have the spinner end up on the second to last tile in a consistent way, so it's really only a trick you can do once unless you want to commit multiple frames to moving around (which is then not that different then just moving out of danger normally)(If you're doing an attack with only a single hex of movement you don't move, in which case really, you've cheated out a single frame of movement. Which... Honestly doesn't feel like that big a deal to me.)  or committing multiple people to the movement block which obviously isn't worth the opportunity cost of them having real actions (unless you had some absurdly tanky dude at the front. Like, way tanker then it seems possible to be yet.) and the whole thing is highly random unless the highest damage the dagger user can do is lower then the lowest damage the tank can do. You can't predict who will win the shove and thus can't really successfully plan ahead.

As for turning the bump into just a basic graze still isn't even consistent because once again your putting movement before damage in some but not all situations. IE: You try to move, fail, instead strike someone who then moves successfully in their own attack? (as an example of a possible weird outcome) I mean, it's better then the tiles moving around for sure. But if you wanted to insert extra areas where damage pops up after movement, you could destroy the viability of such an exploit (except by, once again having a ridiculously tanky tank) by like, making it so if you bump someone during movement you graze them.
« Last Edit: March 22, 2017, 09:05:26 am by Criptfeind »
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