APXEOLOG wrote:This remindes me of the combat system of the modern AAA MMORPGs. The ideas are pretty interesing but i'm not sure they fit into the gamestyle. Hafen is not a WASD-JUMP-ROLL game, most of the combat, again, will be just running and trying to avoid collisions waiting for a good moment to use any skill. Maybe i am wrong. Also doesn't this system weak to 1vsX combat? Will you be able to dodge attacks from the 2 players properly?
I've tried to make a detailed answer but it became too long too soon.
My main idea is more about fundamental and configurable system than about actual implementation:
a) Enrich WASD-JUMP part of the game with some coefficients - elevation modifier, orientation modifier, backpedal possibility, stamina drain. Leave them a 1 and you have what we have now. Then slowly change them and see how players use that in their tactics. Repeat until neither movement nor attacking blocking are the one and only viable choice
b) Enrich strikes and blocks with some coefficients - pre-move time, move time, post-move time, hit zone. Same here 0/1/0/"autoaim mode" give you the current system. And then it's open for tuning and balancing.
c) Do something to make server be able to calculate all that crap without lag (if needed).
Again, the end goal of tuning and balancing would be
a) making movement, blocking and striking equally required to be the best
b) Remove all cases of "single OP tactic" which canot be countered with another tactic.
It's a long process
As for your 1vsX question - it is possible to make it balanced if everything is tuned correctly by trial and error. This is just an example.
Lets call them A, B1, B2. Let's say they are same in stats and A is more skilled as player ( because if B12 are more skilled it should be a definite victory for them)
A walks away from B12 at 2nd speed.
If there is a hill nearby - A walks on the hill
To shorten the distance B12 have to switch to 3rd speed.
In the moment of contact A switches to backpedal and raises a block.(well timed block - earlier or later would be failure)
Strike is blocked, post-move delay is in action
A walks up again
B ends with no (or minimal) damage dealt and lots of stamina lost due to running upwards on 3rd speed
A Repeats that until one of them either drinks or makes move with big delay, switches to speed 3, runs behind him and strikes.
So you see - to win in the disadvantageous situation A has to make lots of fast and correct solutions and a bunch of perfectly timed moves. So, to be more skilled
If B team solution-making and perfect timing are on par - the will definitely win using circling, keeping short distance between them etc.