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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.