jorb wrote:Pan_w_okularach wrote:You just can't come up with a sophisticated combat system based on such a boring premise.
Feel free to present better premises.
tl;dr at bottom
The problem with just 1 opening is that it's hard to be dynamic with it, allowing a variety of moves, while at the same time being straight forward: For most of the previous combat systems there was just two ways to fight: Raise green/yellow so you can spam uppercut/side-swipes on animals. Fast moves that deal low damage, but that doesn't matter since animals don't have armor. And the other way, raise blue/red so you can try to land a critical opportunity knocks on a target to widen their blue opening massively, lining up a high damage cleave.
I like the simplification to one opening type, it removes the problem of half the colors being useless at each time. But it doesn't allow for a complex strategy. It's just punch to raise Guard Down, and try to use a weapon move to deal damage if it gets too high. This is where I see the purpose of the two openings: Guard Down, and Opportunity Knocks. Guard down is where you try to whittle your opponent's defense down with small attacks, and Opportunity Knocks is where you go for a strategic or opportune hit. But it doesn't work that way. imo, make opportunity knocks interact with how wide the opponent's guard is down. Here's how I would do it:
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Opportunity Knocks
IP cost: 4
Openings: 100% of the opponents Guard Down is added to their Opportunity Knocks opening
This makes it basically a "taking advantage of an opening". Opportunity Knocks opening should slowly decay if it's recently been raised, gradually increasing the decay rate over time. Next there needs to be some moves to use it:
Let's make a big damaging attack, Valorous Strike, to use this. It relies more heavily on a wide Opportunity than a fair fight. Characters that may be out-statted may use this as an attack for its unreliable, yet situational use:
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Valorous Strike
Weapon: Any melee weapon
IP cost: 6
Damage: 90% (Opportunity Knocks opening is effectively tripled for the purpose of damage)
Cooldown: High
Next a big damaging attack that doesn't RELY on opportunity knocks, but can still take advantage of its ability to make really wide openings really fast. A strong candidate for the fighters with decent stats that want a reliable big hit, and don't want to take too big of a risk:
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Raven's Bite
Weapon: Any axe
Damage: 110% (Opportunity Knocks opening is effectively 150% for the purpose of damage)
Cooldown: Medium
And finally something for high statted fighters that aren't trying to "take advantage" of the opponent, instead just trying to over-power through sheer strength:
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Cleave
Weapon: Any heavy, edged weapon
Damage: 150% (Opportunity Knocks openings is effectively 75% for the purpose of damage
Cooldown: High
But there's only one way to raise the Opportunity Knocks opening. We need some supporting moves. Let's do one that tries to widen an opponent's Opportunity even further, without relying on their Guard being down. This comes at the cost of IP:
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Low Blow
Damage: Low, 10% extra effectiveness from Opportunity Knocks
Openings: 7.5% Guard Down, 10% Opportunity Knocks
IP Cost: 2
Cooldown: Medium
(maybe) Local Cooldown: Medium, about double the global cooldown
Let's do something for the "supporting characters" that want to stick on their opponent. This move lets the weaker characters try to pressure the opponent's Opportunity consistently, more than just pressing Opportunity Knocks and walking off. Note this refreshes the Opportunity decay, which means that the opponent is pressured into using a defensive move for their Opportunity (more on this below):
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Low Blow
Damage: Low, 25% extra effectiveness from Opportunity Knocks
Openings: 5% Guard Down, 5% Opportunity Knocks
IP cost: 1
Opponent's IP: +1
Cooldown: Low-Medium
Local Cooldown:
Now some defenses so someone doesn't just get their Opportunity to 100 and is unable to do ANYTHING. These should come at a high global and local cooldown, give the opponent IP so they can continue their assault if the user is vulnerable, and mostly just be used to dodge a predictable incoming attack:
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Yield Ground
Reduces: 50% * μ Opportunity Knocks
Cooldown: Medium
Local Cooldown: High
Opponent's IP: +4
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Momentous Dodge
Reduces: 80% * μ Opportunity Knocks
Cooldown: High
Local Cooldown: Very High
IP cost: 2
This is the foundation I'd start with. The numbers and stuff are very rough, but mostly just to give an idea of how I would see this working.
Also remove local cooldowns on nearly every move except ones that shouldn't be spammed like: Artful evasion, Regain Composure, Opportunity Knocks (?), and the Opportunity Defenses I made up. Local cooldowns are just way too plentiful: they are really difficult to manage (most MOBA's have 4 cooldowns TOTAL) and make moves useless since your bar can only hold so many.
tl;dr: Guard Down is the "reliable" opening, useful if you outstat your opponent, or are fearful of risky moves. Opportunity is the "risky", "going for a kill" opening, that also acts as an equalizer for stats. If an opponents Guard is wide from a strong ally, the weaker characters can Op-Knock the enemy, to make a big bonus opening. A weaker character might also try to extend the opponent's Opportunity by spamming Low-blow, which refreshes their Opportunity Opening, but costs IP, and granting their enemy IP for a possible turn-around. A weaker character can also try to damage a strong enemy by landing a high-risk, high reward attack like Valorous Strike: its damage is multiplied by the Opportunity opening, more than the Guard Down opening, with a high cost and cooldown if the enemy lands a last-second defense against Opportunity.