I'm trying to come up with an arena battle system, working on multiple layers.
1. Building the Combat Mech:
Generally, this is done by picking a chassis and filling available space with parts, some vital, some less so. Sure, you could hide some missiles in your core for a sneak attack, but you've got to have that control system somewhere, and if they misfire due to damage...
The second layer to this is external equipment- generally used for nonsensitive parts such as weapons. A pile-driver built around your arm makes a lot more sense than, say, one inside your head. Unless you WANT to have the best possible headbutt...
The third layer is move setup. Singular attacks are written to an internal chip that can be executed without copy-command. A fast punch using copy-command might take a second to connect, while activation through move setup could be as low as a half-second.
The fourth layer is RABBITs. These are combinations of moves put together that may chain different weapons together- a RABBIT takes up an entire chip but mostly ensures a string of hits- so long as it connects- activating move after move in instant succession. Opponents will have a very hard time dodging out of a RABBIT, but the chance gets better the longer a string is.
The fifth layer is Copy-Command. This allows you to make moves on the fly, directly controlling servos at the cost of pure speed. Utilizing most weaponry is difficult through Copy-Command- for instance, even a punch with the pile-driver arm won't actually activate the pile-bunker unless special parts are used during the construction phase.
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Chassis are normally purchased from a company- there are three main ones, alongside a few subsidiaries/third party companies.
PIR HANA Ltd.
> One of the original three companies to start the games, Pir-Hana have become the masters of fast chassis. You'll be out-speeding the competition the whole time, even if you've often got to deal with little space for parts as well as lacking armor.
AG SYSTEMS
> The grandfather of all "tech sports", AG Systems is revered as nobility among nobles. They proclaim research value above all else, often having wild shifts in products. One thing is certain in the field of battle- an AG Systems chassis is tricky, and full of space for internal and external parts.
FEISAR
> A European company formed as an almost knee-jerk reaction to the formation of AG SYSTEMS. They currently fill a "beginner friendly" niche, prioritizing heavy armor over space or speed, which have made them popular amongst all levels of arena combat.
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Qirex
>Subsidiary splinter of AG Systems who focus on brutal combat capability, eschewing anything that isn't for the express purpose of destruction or surviving long enough to destroy. While such brutal tactics may have earned them some vehement foes, they are careful to operate within the rules and leave their blood-thirst on the field, garnering many respectful fans.
Auricom
> Subsidiary splinter of AG Systems who focus on the spirit of the game, rather than Qirex's brutal approach. They still make for strong opponents, however different their approach may be, and the once bitter rivalry between them and Qirex is now a time-honored tradition. Quite a few tournaments have ended with their machines clashing, and the winner is never guaranteed.
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The basic idea here is similar to my other wipeout-based games, in that you have companies with different interesting parts. Except there's no racing anymore, it's just combat.
There's no real system for determining moves yet, nor distance. The bonus to this is that RABBIT combos can be as absurd as you can imagine them- a grapple into a powerful kick into using a hidden missile system, for instance.