Post:Group Multi-Room Combat - 03/20/2012 - 16:57

From Elanthipedia
Jump to navigation Jump to search
Re: Group Multi-Room Combat · on 03/20/2012 04:57 PM CDT 1111
On the topic of group combat...

I am looking for ideas regarding the new siege system I am working on. Think of a Paladin as the leader of a group of 8 charging against a 500-man army of Gorbesh regulars. I have envisioned a new Siege window with specific Siege-related outputs (so you could continue to engage single enemies while at the same time contributing to the "siege"). Things get a bit tricky with regards to parsing and verbage, so I am trying to avoid anything too complex or syntax unfriendly. Siege combat will consist of 6-second rounds. In between each round you'll be able to take normal actions, or adjust what you intend to do during the next round. Then at the end of each round the results get posted to the siege window.

For example in the viewpoint of the Paladin:

>>engage unit
Your group begins engaging a Gorbesh unit.

[SIEGE WINDOW OUTPUT]
You continue advancing upon a Gorbesh unit. The unit's defensive position hampers your advance.

Paladin:
>> charge unit
You pick up speed and prepare to charge your group into the unit.

Everyone else sees:
[Paladin] motions for your group to pick up speed as you prepare to charge the unit.
* If you've not set a SIEGE STANCE, now is the time to do so for the next combat round.

Now after 6 seconds the first combat round begins. Each combat round you will be able to make one contribution to the fight

ATTACK <unit> - readies an attack for the next combat round
FLANK <unit> - attempts to flank the unit. Difficult to accomplish unless unit is already engaged with another group.
AMBUSH <unit> - only usable in stealth, attempts to ambush several members of the unit
FIRE <unit> - attempts to fire at the unit
CAST <unit> - accepts most spells. We abstract the effects somewhat to reduce our having to modify all 500+ spells in the game to work here.
RETREAT <unit> - attempts to disengage from combat (takes 1-2 combat rounds to succeed, cannot leave area until successful)

Note that leaving the group while engaged does not clear your engagement with the unit, and is probably a good way to get killed as all attacks by the unit will suddenly get amplified!

Additional maneuvers such as volley, pincher, charge, harrass, and so on will become available at varying degrees of Tactics skill.

Paladins would have many special tie-ins to the system, specifically when leading groups.

Rangers would have special nature-only maneuvers and thieves would have special city-only maneuvers. (Volley, Caltrops, etc).

Bards would have special group-only maneuvers (in addition to bonuses provided to the group via enchantes)

Barbarians would get bonuses to offense when doing crazy solo-attacks (more casualties at the expense of defense...)

Misc other Guild-based tie ins as suited to each Guild.

Anyways, that's the plan so far. Any thoughts?

This message was originally posted in Combat - Weapons and Armor \ Suggestions for Combat, Weapons and Armor, by DR-KODIUS on the play.net forums.