jorb wrote:[*] Remove all randomness and the idea of a deck more or less with it.
[*] Retain the idea of a reduced selection of attacks/moves available during actual combat, relative the total number of attacks/moves in the game, but increase it from five to at least a full hotbelt.
[*] Retain the idea of combat discoveries.
[*] Gankiness is a problem with the present combat system. Partly this is due to the damage model, but another part is how blocking works. Return to one defense meter per some formulation, and make it non-dependent on a first input, i.e. you should have a defense meter without having to activate a block.
[*] We are a bit skeptical of global combat states -- intensity, advantage -- but may nevertheless implement some. Legacy's concept of some shared states that both parties could affect was at least somewhat interesting.
[*] One thing we do like with the present system is how blocks can have various special effects when cleared, timed out, hit, or whatever, and we'd like to try to retain the buff based mechanics in one way or another.
[*] We are considering the interactions between horses and combat, as illustrated by the abovementioned changes.[/list][/list]
how are you trying to accomplish these things what have you tried so far what do you think the issue is with what youve tried what do you plan on trying etc shits not hard kid