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Ideas for Combat
Possible goals for user experience:
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Would like to make reading the combat log fun
-How to achieve this?
Take two combatants of the same style -> If the player has the more skilled character, what would be the most exciting/rewarding combat scenario to be played out?
Should we stick with the traditional damage-until-dead method of combat or can something else be done to make it more fun? Since the combat log is essentially the story of what happened during the fight, what makes for the best story? (Maybe there is something to be taken from the back-and-forth combat seen in animes)
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Would like to make the player's journey of becoming an experienced warrior more noticeable
a. It could be cool if when we pitted our skilled mage against a novice mage, our superior skills ensured our victory, but on the flip side, if we were the lesser skilled combatant, we still had some sort of chance: This is harder to achieve with the traditional system
Possible simple idea for this:
Damage values are rolled instead of constant, and the roll is effected by skill rank. Skill rank = 0 -> roll from 0
100, Skill rank = 50 -> roll from 50100Each combat phase consists of 3 or 4 mini "turns" so luck plays a role but on average the encounters are predictable.
Maybe determine winner after several phases. Also allows for categorization of the "totality" of victory depending on the score tally, for differentiation in loot/experience rewarded.
(Watching for rolls in combat may be a psychological fun factor, like rolling for loot )
As your mage becomes an expert at casting some spell, or your duelist becomes an expert at executing an attack, you'll see that the variance in the damage rolled is far less and this will be a direct indicator of your character's progress.
b. Focusing character growth to a few key areas that are more directly tied to the concept of the hero such as skill rank of the class' unique skill, rather than dex, str or parry/dodge, maybe even hp.
Version 2
Idea 1: Phases
Each player chooses three abilities and then enter the next phase consisting of three turns, during which they are only allowed to play one of those abilities (same ability can be used more than once). Normal attack is available outside of the chosen three abilities.
The hope is that this will add more strategy to the player's decision making rather than allowing him to simply pick the best spell out of his arsenal every time.
Could maybe work in initiative in here -> the person with higher initiative at the beginning of the drafting phase maybe gets to see 2 of the other person's abilities
"i think maybe phases should be for more advanced fights like easy fights will basically be 1-phase where you can use all your abilities all the time basically and then harder fights will be like 5 or 6 phase and for PvP you can queue for different brackets like 3phase or 5phase brackets "