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Author Topic: Combat Tactics  (Read 2705 times)

Hague

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Combat Tactics
« on: November 28, 2008, 02:42:06 am »

I was thinking it would be nice to have some kind of tactics for use in combat. Nothing fancy but rather a simple way to issue a general order to a squad to choose their targets. Basically you have a random style, a focus fire, and equalizing square-off tactics. That is, the first strategy does what the game appears to do now and attack any available target. The second forces your squad to target a single random enemy until it is defeated. The final one forces your squad to target 1 attack to each target in succession, repeating once each target is attacked.

The principle is to allow you to wound each enemy in hopes that they will miss their next attack.

Additionally, it would be nice if while a unit used martial arts they could randomly disarm a target, dropping their weapon to the ground as loot. Squad members can be disarmed too, forcing them to draw a new weapon or use their own martial arts skill. I did notice that proficient martial artists do different moves now, it seems as if a skilled martial artist could perform some disarming maneuvers as well.
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Rezan

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Re: Combat Tactics
« Reply #1 on: November 28, 2008, 07:57:39 am »

I agree with Hague; it would be nice to be able to focus fire on more dangerous opponents. It would also be very agreeable to have some kind of disarmament chance when you are unarmed, depending on your level of martial arts. Quite possibly this could work backwards as well; a person with high martial arts' skill would likely not lose their gun to another martial arts' user..
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Think0028

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Re: Combat Tactics
« Reply #2 on: November 28, 2008, 07:29:02 pm »

This would be extremely useful. I can't count the number of times I've took unnecessary wounding or even death because my squad was determined to kill that manager before the security guards. Less of a problem with police, because inevitably it's an encounter of 100% police.
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mainiac

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Re: Combat Tactics
« Reply #3 on: November 28, 2008, 08:07:02 pm »

I like disarming but I disagree with targeting.  The system as it exists right now represents how choatic combat is.  Maybe the severely wounded could be ignored until the dangerous targets are gone (possibly opening the doorway for Liberal Mercy.)  But as long as someone is fighting you, you shouldn't be allowed to ignore them IMHO.
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« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
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E. Albright

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Re: Combat Tactics
« Reply #4 on: November 28, 2008, 08:26:29 pm »

I agree with maniac that focused fire would be a Bad Thing. If anything like it were implemented, I'd want to see it being imperfect, and tied to a skill like Tactics. I.e., if you want to focus fire, you need to check Tactics to actually follow through instead of firing wildly at whoever.

Frankly, I'd prefer to have to fire wildly in any case. Focused fire is moving away from a group of independent individuals to a selfless, perfectly-coordinated groupmind, and as maniac points out, this is hardly a credible view of combat, especially if we're dealing with, e.g., Random Hippies.
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Jonathan S. Fox

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Re: Combat Tactics
« Reply #5 on: November 28, 2008, 08:41:47 pm »

What do you think about this as a sort of compromise between the "chaotic combat" and "sensible selection of targets" options?

Instead of having an option to focus fire, your Selfless Liberals are in fact sensible enough to realize that someone with a weapon is a greater threat to life and limb than someone without one, and the same is true of a healthy enemy versus one that appears to be hallucinating and babbling mindlessly.

To that effect, unarmed and injured enemies will collectively be counted as a single entry when rolling for targets (note this includes most Wisdom attack characters, who generally spawn unarmed -- but you can always take them hostage). Only if the collective less dangerous enemy is selected will it roll between them.

As a result, if you're standing in front of three fast food workers and a security guard, the security guard will be shot at 50% of the time, and the fast food workers about 17% of the time each.
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E. Albright

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Re: Combat Tactics
« Reply #6 on: November 28, 2008, 09:21:51 pm »

That sounds reasonable. Even if you have someone taking a swing at you, you're still going to be more worried about the person behind them shooting at you. Well, you should be, anyway.
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Earthquake Damage

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Re: Combat Tactics
« Reply #7 on: November 28, 2008, 11:06:38 pm »

Perhaps you should also run a danger check on enemy weapons so you can lump mostly harmless weapons (e.g. syringes wielded by lab techs) in the same category as "unarmed."  Also, I don't yet know how powerful martial arts can be with the recent changes, but if they can be pretty badass perhaps your Liberals will recognize the dude in a karate stance (i.e. Black Belts) as a more serious threat than some goober in a suit holding a latte.
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mainiac

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Re: Combat Tactics
« Reply #8 on: November 29, 2008, 12:24:01 am »

I know this is crazy thinking, but how about once you're attacked with hand to hand, you're "in a melee" for a round and can only attack those who melee'd you last round.  However liberals who aren't in melee tend to entirely ignore enemies without guns so long as there's an enemy with a gun out there.
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Ancient Babylonian god of RAEG
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« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
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Neonivek

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Re: Combat Tactics
« Reply #9 on: November 29, 2008, 12:26:54 am »

Well in Theory if the Martial artist could get in close, shooting him with the gun becomes quite a bit tougher and sometimes impossible.

Though this is mostly because in Videogames, guns can't be used as melee weapons. (despite the fact that trained properly... a lot of modern guns and even much older guns can make very effective melee weaponry... Just ask anyone who took a butt stroke to the face)
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mainiac

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Re: Combat Tactics
« Reply #10 on: November 29, 2008, 12:31:19 am »

Lol butt stoking.  That always makes me laugh.  Butt butt stroking and pistol whipping should be different skills from ranged firing, clearly.
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Ancient Babylonian god of RAEG
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"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

Jonathan S. Fox

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Re: Combat Tactics
« Reply #11 on: November 29, 2008, 12:52:03 am »

While "in a melee" rules are not in place, the guns in LCS can be used as melee weapons if you don't equip ammo. They're pretty decent, if you're reasonably strong. You can also smash doors with them. And of course, it is a different skill in melee versus ranged. ;)
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Alpha Dwarf

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Re: Combat Tactics
« Reply #12 on: December 04, 2012, 03:55:32 pm »

So, has this been implemented in the most recent versions?

I have played a far minute back and I noticed immediately that there is no warning when someone comes near to talk, so I frequently miss encounters. I am forced to tap the keys like an old grandma trying to type a single sentence if I am on hunt for recruitees.

Would it be possible to allow an option in some file somewhere to give at least two warnings or more, or less, or none, because even with the old setup I frequently skipped encounters by tip-tapping away at the keyboard.

I would really appreciate some method through file manipulation to basically play this game like a classic RPG version of GTA. I'd love to be able to attack anything. Tell me if I could actually do it on my own, but how?
« Last Edit: December 04, 2012, 03:57:45 pm by Alpha Dwarf »
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Mongol13524

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Re: Combat Tactics
« Reply #13 on: December 04, 2012, 06:20:06 pm »

PTF
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Trekkin

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Re: Combat Tactics
« Reply #14 on: December 04, 2012, 11:08:39 pm »

The targeting compromise sounds like it would ease a lot of headaches when targeting mixed groups. Would it work both ways?

It occurs to me that perhaps another way to do it would be to add some kind of Scariness stat to each weapon, then add the Scariness stat of a target's weapon to some base value and normalize them over the whole group to generate the odds of targeting each member. That way, the guy with the flamethrower is scarier, and shot at more, than the guy with the pistol. 
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