My random thoughts about combat, all IMHO and aimed toward fruitfull discussion:
- Stamina recovery shouldn't be instant
- Carried weight should matter for speed to some degree, equipped weight a little more
- Changing equipment while in active combat should neither be instant, nor impossible
- Equipment and combat abilities should work Rock/Scissor/Paper: one strength, equal against itself, one weakness
- Groups (when working together) should have an anvantage over individuals (but preferably not by attacking themselves, or trailing some anthills to gain stances)
- Geometry: Attacks from behind should be harder to counter
- Agility should be a tradeof to damage/armor
- Fleeing should always be a reasonable option
- Mistakes should be costly, but with the possibility of recovery
- Every hit should cause damage
- Skills should matter, but only to a point
- Death should not send you looking for another game
About gearSomeone in heavy plate armor (or carrying a bathtub worth of water to replenish stamina, speaking of which: did someone ever tried to drink while running RL?) should not be able to catch up to someone fleeing unencumbered. So weight should factor into movement speed, with the option to drop of some to gain speed. This would give the option to flee with the penalty of leaving equipment behind.
Since teleportation seems to be on the way out: Moving combat (mounted on horse or boat) should factor in load of the mount/vessel, so a merchant should be able to throw merchandise overboard to gain speed with the ejected cargo only float for only a short while (and taking a little time to salvage) before sinking, giving raiders the choice between gaining potential valuables and pursuing the victim.
Heavier weapons (with higher damage potential against heavier armor) should give the target better opportunity to dodge/evade (since they take longer to wield).
Heavier armor (with higher damage absorption potential) should give the target better protection while reducing the speed (of attacks and movement).
Bottom line: higher damage/defense correlates higher vulnerability against ranged
while lower damage/defense correlates with ability to close in/stay ranged/flee.
Gear should not make invincible, armor might absorb a part of the damage an attack can cause but in case someone whacks you with a club (in case a helmet protects your head from splitting) you'll have at least your ears ring and your brain hurt.
About skillsIn case an untrained thief tried to rob fictional Bruce Lee (or Chuck Norris) he would most certainly die quite quickly - but still: this is a game.
Skills should matter to make them relevant, but only below the point where the existance of them no longer makes sense to the ones not (or no longer) having them.
So IMHO there needs to be a balance in the form that the possible existance of high skills won't lead to a superman vs. toddler (without access to kryptonite) situation.
One way i can see is to limit (cap) the benefits/penalties granted/imposed in combat from skill deltas at some level, similar like it is done in current H&H combat with advantage: you can gain/lose advantage only up to a point, further is not possible since the scale ends.
Question is how this could be applied to things like STR/AGI vs. encumberance from gear/inventory weight - it would make no sense to have a fully geared up tank knight running faster than a freshly spawned toon...
Some scenariosSingle plated knight might quickly cut down unarmored peons in range if (and
only if) they stay/come in his range, while going down against said peons if they swarm him using their agility to get out before being hit.
Some agile raiders might triumph over some unsuspecting villages (since they can surprise them) unless these mange to make a quick trip through their armory to gear up.
A group of peons should be able to take down a single knight if they swarm him, but a group of knights working as a unit can be untouchable by them - but the knights will only be able to strike fear (and loot) since the peons will be able to flee (unless cornered by the group of knights).
A group relying on a tank (plate knight) to supply a close combat death zone will be limited by speed of knight, so they either move slowly and are vulnerable against ranged attacks or they split up leaving the knight exposed to archers and themselves to close combat.
An archer might be effective against someone ranged, but the more his target manages to close the gap the archer should have more and more problems.
A newbie is chased by a bear and flees, leaving a trail of equipment behind to get away quicker.
Downsides of Permadeath and mechanics to deal with themForeword: yes, i know the stance of Jorb and Loftar about permadeath. Nevertheless, they at one point invented Einherjeraspekt to deal with the negative side aspects of permadeath in a non-casual (im terms of time invested in a character) game, which in current form is imho broken because it only makes sense for combat characters while being way to easy to obtain for well developed groups (see the 'numen zero' project, in case you have the materials ready it takes less time to get to the needed numen points than the effect lasts).
On the other hand the impact of death to a non-combat player is so huge that quitting because of being slaughtered is not an anecdotal event, having a farmer/crafter die will make the toon inactive (apart from logging in to ingest curios or starve/forcefeed) for a to-long timeframe to be enjoyable (which i guess should be the main reason to play a game).
While i see the need of downsides when dying, i also see the need for players to have hope.
Especially with the aspects of alts being discouraged, a permadeath game (unless casual in the likes of
realm of the mad god where you are be back to have fun in a matter of moments) needs mechanics that enable a very important aspect after death: To get back into the game.
Applied to the slow pace of H&H (and keeping the game mechanic of scents in mind) we need on one hand a somewhat timely means to exact retaliation to keep the drama rolling (while adrenaline is up, rage is burning and scents are still active), on the other hand something enabling meaningful rebuild of character abilities to make reincarnation (for further involvement as a valuable productive member of the current social group) a reasonable option.
While i don't have a complete solution for this i think that something in the likes of einherjer for the retaliation part (maybe with a 'free' activation in case you fight your ancestors killer) combined with something to trade resources and time to permanently regain parts of the ancestors abilities to get you back in the game within a reasonable timespan (a RL week, or two - i'm open for discussion on this).
Numbers pulled out of thin air to describe the basics of the proposed mechanic:
Lets say you have a fresh ancestor, that would give you a pool of ancestural LP which could be managed through (let''s call it) rituals (existing shrine, whatever). Then you could einherjer the pool for 8h, which would consume 10% of the initial pool value (so 10 uses and it takes away the ability to use the other part) -or- you could inherjer (or whatever) through some obscure ritual (which eats a reasonable cost of medium-difficult to get resources) leading to transfering 10% of the current LP pool value to the new toon + knocking him out with 75% (maximum, not current) HHP damage ('do it while not healthy you'll die' as time limit). If needed (= Jorb and Loftar being sadists) the operation could drain more from the pool than what is transfered, but i think since the return is diminishing some LP will be lost since the cost to regain them would be prohibitive.
Then fighters could get back to the fight while support characters maybe wouldn't be any longer being exclusively stashed away behind brickwalls (in favour of throwaway alts for everything).
Civil discussion please.