Combat

Forum for suggesting changes to Salem.

Combat

Postby Nektaris » Fri Jan 02, 2015 4:09 pm

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Last edited by Nektaris on Thu Jan 08, 2015 12:04 am, edited 12 times in total.
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Re: Combat

Postby tweenprinc3ss » Fri Jan 02, 2015 5:49 pm

This system seems like it would be more at home in a more traditional fantasy setting. If you look back at the times, shields were not commonly used in combat, and thus would be unthemely.
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Re: Combat

Postby Nektaris » Fri Jan 02, 2015 6:04 pm

I don't know if they used shields in colonial New England, I was just proposing a way to 'counter' your enemy's attacks. Maybe we could replace the shield with something else?
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Re: Combat

Postby DarkNacht » Fri Jan 02, 2015 6:27 pm

Nektaris wrote:I don't know if they used shields in colonial New England, I was just proposing a way to 'counter' your enemy's attacks. Maybe we could replace the shield with something else?

If you want something in the off hand to use for defense I believe a parrying dagger would be more appropriate for the time period.
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Re: Combat

Postby Nektaris » Fri Jan 02, 2015 6:30 pm

DarkNacht wrote:
Nektaris wrote:I don't know if they used shields in colonial New England, I was just proposing a way to 'counter' your enemy's attacks. Maybe we could replace the shield with something else?

If you want something in the off hand to use for defense I believe a parrying dagger would be more appropriate for the time period.


This could be a solution, thanks.
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Re: Combat

Postby JohnCarver » Fri Jan 02, 2015 8:03 pm

This is a pretty damn good start.

I especially like limiting move options to a particular stance and having the moving the effect of artifice from a boring +X more damage to a more interesting "you do this awesome thing when you crit more".

The one problem I see with crit-based combat in Salem is players work too hard and too long for a system that is based too heavily on 'chance'. For that reason I try to be as careful as possible as to how much RNG we inject into the combat system.
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Re: Combat

Postby Nektaris » Fri Jan 02, 2015 8:26 pm

I did think about the RNG aspect and found only one solution: only ONE move from each stance can apply the respective debuff. This move should have greater YB cost since it has 100% chance to apply the debuff.

I consider this 'alternate solution' to be pretty OP as well as making the combat less variable and less fun IMO.

Critical strike chance is viable as I see it. For example, in order to apply a bleeding debuff to your enemy you have to land a hit on him and that hit has to be a critical hit. If you use thrust on your foe and it crits only ONE stack of bleed is applied, which is not a big amount of blood and shouldn't decide the final result of a battle IMO.

Not taking into consideration the fact that my opponent can always use a torniquet to heal himself when more debuff stacks are applied to him.

P.S: In my vision every debuff has a 'counter' item that removes said debuff. Combat items could become a thing since we already have pocketwatches and torniquets (which ofc need to be buffed).
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Re: Combat

Postby Nektaris » Mon Jan 05, 2015 1:49 am

Added Hellebarde to the OP. Also note that since English is not my native language, combat move names could be inappropriate/out of context or lore thus feel free to propose some cool names :)
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Re: Combat

Postby RobertoKarlos » Mon Jan 05, 2015 2:18 am

Reported
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Re: Combat

Postby Nektaris » Mon Jan 05, 2015 6:42 pm

Shield replaced with Parrying Dagger (as suggested by DarkNacht). Some moves descriptions adjusted accordingly to the new changes while added more possible skill icons. Gungslinger coming soon (maybe not dual guns but gun+dagger).
Last edited by Nektaris on Mon Jan 05, 2015 7:50 pm, edited 2 times in total.
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