Combat Impairment

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Combat Impairment

Postby LadyV » Wed Jun 01, 2016 9:07 pm

Since we are in hopes of new combat I would like to bring up more ideas. Combat impairment is such a simple phrase but impacts so much and should change how combat is waged. So here are some aspects I believe we should add. By all means critique and add if you have more.

Night combat: Haven has a day and night cycle it's time we use it.

All ranged combat should be halved in night time. So if you have a Marksmanship of 100 in night time you would have a 50. If you can not see something it gets harder to hit or target. Now to counter this I think we need to add new skills for combat. The skill tree certainly needs fluffing. So a possible skill would be night hunting. This would give you 25% back on your penalty. So in other words your 100 markmanship would be 75 at night instead of 50. It reflects time spent training to fight at night or in darkness.

As with ranged combat melee is just as affected but not with hit penalties. If someone is up close you can hit them. However if someone flees beyond a certain vision range agro should be broken instantly. Chasing someone through the woods at night with no modern light sources or detection gear is neigh impossible.

We now have a reason to carry torches and form search parties with such. This will work even with night vision clients offer as the game breaks the agro even if yoru night vision allows you to see them.

Movement: We have penalties for movement in swamps, water, for running... However terrain needs to impact with what you are wearing. Im not big on carry capacity restrictions but if you are decked out in heavy metal armor and trying to run on a mountain and such your going to tire quickly. Terrain should impact our movement based on our restrictions. Boats already slow us so should armor. With horses added now it should apply to them as well. There is a reason why you never hear of cavalry charges in swamps. :)

Vision: I imagine this one will be the most objected to but Im putting it out here anyway. If you wear a heavy helmet you should have agro limitations. ie. maybe a 90 degree range. No more instantly targeting someone behind you because lets be honest you can not see them there as your character. You the player may but they won't and that matters.

If we are going to do a fair and balanced system then we need those impairments. Why you may ask? Simply put we may be heroic or infamous but we are not super-Human. Darkness limits you. Armor protects but limits you. Vision limits your opportunities. Im not saying we can't add skill to learn to work with them but your base ability should be limited by many factors.

Thoughts?
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Re: Combat Impairment

Postby Ysh » Wed Jun 01, 2016 9:13 pm

I think adding some thing like this will make combat complex. This is not necessary bad thing. But if we are to get new combat, I think we should ensure a solid core system before adding some systems like this one.
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Re: Combat Impairment

Postby DDDsDD999 » Wed Jun 01, 2016 9:39 pm

LadyV wrote:If we are going to do a fair and balanced system then we need those impairments. Why you may ask? Simply put we may be heroic or infamous but we are not super-Human. Darkness limits you. Armor protects but limits you. Vision limits your opportunities. Im not saying we can't add skill to learn to work with them but your base ability should be limited by many factors.

Those things aren't fair or anything, they're just unfun. No to the majority of the things here.
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Re: Combat Impairment

Postby Ozzy123 » Wed Jun 01, 2016 9:41 pm

I think that when people who never fought in some serious fight talk about combat should get perma-banned on forums and in game.
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Re: Combat Impairment

Postby Archiplex » Wed Jun 01, 2016 9:43 pm

If we're going to introduce combat 'impairment', introduce it by side-effects of new attacks and defenses.

The only thing I really agree with is horses being impeded by difficult terrain- the general idea of weather and environmental factors in combat is good- but not to this degree.
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Re: Combat Impairment

Postby Granger » Wed Jun 01, 2016 10:03 pm

Armor impairment (having it on you, equipped or not) would open the option to flee by dropping gear (so you get faster) - which would actually be fun.
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Re: Combat Impairment

Postby linkfanpc » Wed Jun 01, 2016 10:49 pm

Granger wrote:Armor impairment (having it on you, equipped or not) would open the option to flee by dropping gear (so you get faster) - which would actually be fun.


Lol, imagine you walk up to a noob and scare the crap outta him and he just throws off all his clothes and runs for his life. :lol:
Total misplay.
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Re: Combat Impairment

Postby Granger » Wed Jun 01, 2016 10:51 pm

Exactly.

It could also bring meaningfull use to different armors instead of the current 'best' set.
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Re: Combat Impairment

Postby dzielny_wojownik » Wed Jun 01, 2016 10:56 pm

them bad ideas...................................
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Re: Combat Impairment

Postby Granger » Wed Jun 01, 2016 11:00 pm

dzielny_wojownik wrote:them bad ideas...................................


Please explain your viewpoint.
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