New combat system suggestion

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

New combat system suggestion

Postby stickman » Sat Jul 30, 2022 7:41 pm

I wanted to suggest a change to the combat system that could be implemented without too much major rework.

1. Make so that all attacks deal at least some damage but reduce the max damage of all attacks... so they would have a range like punch might be 2-10 so you would always start by hitting 2s
2. Alter armor so that it doesn't hard block all damage... instead you could have different armor peices reduce different color attacks... so cleave would be a blue/red attack... certain types of armor could have red/blue defense atttributes... example:

Plate Greeves... Q250
red 100
green 80
blue 50
yellow 20

Cutthroat q250
red 30
green 50
blue 60
yellow 100

stuff like that.. so cutthoat would be best against sweeping attacks maybe and plate would be best against oppressively attacks. when you get hit it would look at a factor of things... like the attack type... the opening... how much armor you have for the color of the attack.... would make certain armors more effective against certain attack types or animals. if everyones using cleave then use plate... if everyones wearing plate then use attacks that plate is not good at blocking like yellow ones or something

3. Make so that defensive maneuvers clear almost all of the opening.... I think combat would be much more interesting if you took damage on every hit (but a small amount) so it wasn't worth it to constantly spam defensive measures... instead only when you started taking significant damage would you use a defensive maneuver and that one use would reset it back to near 0. if you had multiple opponents attacking you and they were all spamming flex then you could easily counter them by just using sidestep ONCE... Im hoping this would reduce everyone having the same combat deck as 3 guys all hitting you with the same color is more easily countered.
4. remove initiative points... instead make attacks require minimum openings... like... to cleave requires X% blue X% red opened up on the opponent. all weapon based attacks would either have minimum openings required to use them or have lower damage.. like sideswipe and quick barrage would have to have their damage reduced
5. reduce the amount of hard damage taken in combat. my change would have you take damage with every attack so it would be important that you arn't taking hard damage with every attack. im thinking most unarmed attacks would deal zero hard damage unless above a certain opening threshold and only attacks that require minimum openings to perform would actually inflict hard damage regularly.



How i imagine combat would look like with 2 players... A and B

A attacks B with left hook... deals 3 damage opens up 15% blue
A attacks B with left hook... deals 5 damage opens up to 25% blue
A attacks B with left hook... deals 6 damage opens up to 30% blue
A attacks B with punch.. deals 2 damage opens up 15 % green
A attack B with punch... deals 3 damage and opens up to 20% green
A attacks B with String... which requires 30% blue and 20% green openings in order to use...
now... player B... has a decision.. if he continues just attacking A he opens himself up to being stung again and again as player A has met the minimum requirement for it... he could also use sidestep.. which in my case i want to almost completely remove of the opening.. so like maybe 80% of it? and a move like artful would in do like 40-50% each.


what do you think?
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Re: New combat system suggestion

Postby terechgracz » Sat Jul 30, 2022 8:43 pm

I, think, its best idea since Long time :).
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Re: New combat system suggestion

Postby DonVelD » Sat Jul 30, 2022 10:24 pm

You're trying to fix a system that doesn't need any fixing. No.
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Re: New combat system suggestion

Postby DDDsDD999 » Sun Jul 31, 2022 12:02 am

I don't think this solves any of the issues with the current system. It's just slightly different.

The armor thing in particular feels like a step in the wrong direction. Turning armor into rock paper scissors would have so many annoying consequences, like having to carry armor swaps, needing to pay attention to what armor each enemy is wearing (custom clients would need to highlight everyone in colors based on their armor, people without these clients are fucked), decks building would need more slots to accommodate this, it requires memorizing how effective each color is for each armor which wouldn't be intuitive at all, etc.
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