Concept for a combat system

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

Concept for a combat system

Postby Archiplex » Thu Jun 24, 2021 2:02 pm

Jorbtar wanted concept suggestions from one of their streams, so here's one. No numbers, because numbers suck.

1. Damage values from armor and weapons are now static- that is, they don't scale at all based off quality. Other values might stick around, you could even give stat bonuses to shitter gear (i.e +mc/ua for wielding certain weapons despite them dealing less damage).
Possibly, the value could become percentage damage instead, rather than flat. Don't know how much I love this one, but it doesn't matter too much.
Instead of quality determining the armor/damage, it determines how well it "functions" against other items. Whenever you strike someone for your sword, for example, it will compare your swords quality against the quality of whoever you are striking (with the same distribution method that wounds currently have, or something better- who knows.). If your sword is significantly higher quality, that armor is less effective, and will defend even less. If it's much lower quality, it will deal less damage. There should be a limit to how much quality matters (i.e q10 armor should still, at least, have 20-30% efficiency even vs 1000 quality swords).

Strength still increases damage, con still increases health. Overall, numbers might become a little more tame while still maintaining that higher quality = higher gooder, while not having a 10q sword be literally useless in comparison to a 40q sword, which deals double its damage.

2. Combat system fiddling.
It sucks. change it all.

My idea revolves around embracing taking damage more often (especialyl if armor is a percentage reduction). Openings start at nothing once more like in the past, and will need to be actively defended, but the battle intensity system from legacy returns; The longer a fight goes on (where people are actively using moves), the hotter a fight gets. High intensity directly reduces cooldowns, and certain moves require a certain intensity level to use. Using some moves will lower your intensity, for a payoff; this should replace the IP system entirely. Intensity is per-target, but having multiple people in combat at the same time will increase your intensity with all of them- in part, using a move that eats up intensity should lower your intensity with everyone you're in combat with. Agility's impact on combat should be lessened: It should have a much smaller effect on how your cooldowns work, and instead it should increase the rate of which you gain intensity and slow the rate of which your enemy gains intensity.

The idea being that you remove IP stacking from existance, and force players to actually be in combat to rack up intensity in order to use 'high' payoff moves like opknocks, cleave, etc. It also removes some gankability from the game as low intensity moves should not be able to deal much damage until a fight has had sufficient time to "start", and a player has had enough time to actually prepare for combat.

Archery just needs to be folded into the base combat system with this in mind as well.

3. Mob quality
Mob quality in the case of 1. acts as both the "weapon" and the "armor", as well as applying a modifier to the creature's constitution, strength and agility. Now you'll notice that 200q fox is a bit more deadly than the others, and oddly rougher to beat.

That's all- a combat system that has a bit more normalized numbers, and encourages taking damage often and sticking to a fight to do more, rather than ip stacking and so forth. I don't think it would impact major faction fights all too much either (and in fact might make it easier to focus on movement for those fights)
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