Combat debuffs

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

Combat debuffs

Postby Westraptor » Fri Oct 28, 2011 8:55 pm

My idea is combat debuffs. say you are in combat or you are hunting and you hit someone with a rock.there should be a chance to get blunt trauma which gives you a concussion or something. Maybe being hit my an arrow or being gored by a boar or bitten by a bear will cause bleeding.bleeding should cause you to lose small to large amounts of health at a time depending on wound size.This will make first aid more useful.Debuffs will also make combat more complex and difficult

Debuff ideas
Being hit by blunt object such as rock or fist: Chance to cause trauma which will make attacks less accurant and movements slower.

Being hit by sharp object such as arrow,sword or teeth: chance to cause bleeding which will cause HHP or SHP lose over a period of time.

Intimidated by your enemy's superior strength or party size:causes attacks to be weaker and less accurant.

this is all i can think of now so if you like this idea you should add it to the game. Please try to think of more debuffs in comment section
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Re: Combat debuffs

Postby MagicManICT » Fri Oct 28, 2011 10:23 pm

There are games with these concepts in them. They are well balanced systems that take tons of time to develop and are usually focused on such a combat system. This combat system is more general in damage. There are already combat buffs and debuffs you can use. You just need to learn the system better.

Personally, I love games like Battletech, but does a system like that really translate to a non-twitch based game? No, I don't think so.
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Re: Combat debuffs

Postby ImAwesome » Fri Oct 28, 2011 11:17 pm

your bleeding idea made me think about something I've been trying to work out more details for before posting...I was thinking about alternative sling ammo,things such as metal nuggets for a damage bonus or raw glass to possibly cause bleeding(slight rework to a thorn in your foot) which could come in handy during a close fight.

the way you're setting them up would make them way too overpowered if you can punch a person and gain a huge advantage over them. I could see maybe adding a new attack 'sucker punch' with tricks and ruses that might work that way.
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Re: Combat debuffs

Postby BooBooLaBoosh_ » Fri Oct 28, 2011 11:40 pm

ImAwesome wrote: raw glass to possibly cause bleeding(slight rework to a thorn in your foot) which could come in handy during a close fight.


This is actually a good idea.
Too bad it didn't have it's own thread.
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Re: Combat debuffs

Postby ImAwesome » Sat Oct 29, 2011 2:28 am

:P like I said I'm fleshing it out before I post
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Re: Combat debuffs

Postby ApocalypsePlease » Sat Oct 29, 2011 3:06 am

I don't exactly enjoy your suggestion since it makes roaming in groups ever more necessary. It is also in favour of the one in a better situation, and basically adds another barrier the losing fighter needs to overcome to get even a chance at winning.

Westraptor wrote:Being hit by blunt object such as rock or fist: Chance to cause trauma which will make attacks less accurant and movements slower.


Accuracy is only relevant in ranged combat, and doesn't exist at all in Unarmed/Melee combat (what is generally agreed as real combat). The slower movement speed doesn't sound pleasant since it sounds like if you get jumped, 1 punch could allow them to swarm you.

Being hit by sharp object such as arrow,sword or teeth: chance to cause bleeding which will cause HHP or SHP lose over a period of time.


This is sort of... pointless. HHP dmg over time wouldn't do much, and SHP dmg would only make a slight difference, and that's if by over time, you mean over the course of a minute or so.

Intimidated by your enemy's superior strength or party size:causes attacks to be weaker and less accurant.


No, just no. Spam alts to bring along with you to debuff enemy: abusable.



ImAwesome wrote::P like I said I'm fleshing it out before I post


I must thank you for that. In all honesty I don't particularly enjoy writing big chunks of texts to help someone develop their own suggestion, but I prefer it over saying something like "no u suck crap idea"
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Re: Combat debuffs

Postby MagicManICT » Sat Oct 29, 2011 3:29 am

ApocalypsePlease wrote:
Intimidated by your enemy's superior strength or party size:causes attacks to be weaker and less accurant.


No, just no. Spam alts to bring along with you to debuff enemy: abusable.


Been there, nerfed that. Combat maneuver's delta is now hard-capped at a 2x multiplier because people used to use ants and alts to super-speed attack and defense using Bloodlust and Oak Stance. People still do it, but it's just not as omgwtfpwnbbq.
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