Greetings, I'm currently re-designing a combat system but I've occured a couple of problems. I got the design in my head and I'll try to explain it as good as possible together with the problems I've occured.
First of all, I'm using ROM codebase, and I like the simple design of having an automatic running combat system instead of turn based or any other kind. Anyways my MUD is going to be without levels. Now here is a problem, ROM uses levels for alot of the systems in the code. The combat system, the skill system, spell system, affects etc. So what I want is that it's going to be skill and attribute based instead of level based. Anyways, the design is like this: * Automatic running combat system. * Chance to hit Character need to know how to use the weapon to be able to hit with it. Though if the character aren't agile enough character won't hit anyway. Or if character aren't strong enough to wield the weapon character won't be able to hit either. * Chance to dodge or parry/block Once character hit, we need to check if the victim can dodge or parry/block the attack. This is going to be based of victims skill in dodge and parry/block + victims agility. * Hit Location Once the victim miss the dodge, parry or block. We'll decide where we hit the victim. Head, Arms, Body or Legs. The chance for hitting different body parts will be different of course. Pretty much with Body as most common chance to hit followed by, arms and legs. * Damage Once the victim miss the dodge, parry or block character can do damage. Damage is going to be based of characters skill in weapon, strength of character, and then the weapon dices, weapon type and material type. And also there'll be a chance to do critical hit, this chance is going to be based of characters agility. Critical hits also have a chance to cut of victims limb if you're lucky enough? or if do enough damage? * Damage reduction Once the damage calculation is done, the damage will be reduced depending on a few factors. Does victim have a piece of EQ on the location we hit? If yes, then how much damage can this piece of EQ reduce the damage. Once the damage is reduced there, we'll reduce damage a little more depending on how much natural absorbation the victims has, as in magical affects, constitution of victim. * HERE we do the damage Now all calculations are done and we remove the hitpoints from the victim. ----------------------------------------------------------- Describing of my problems: This'll be alot of coding and alot of calculations. I'll have to make good formulas, so this can be balanced and work well. Where should I start? :D Since attributes are most important role in my game, and since I don't use any levels, should I decide the max value for them first? stick to it, and tweak the rest from those values? Ohh and I should describe how attributes are going to be attained on my system... This will be inspired on the game Dungeon Siege, attributes will go up as the character are fighting or doing any accociated with the attributes. So if characters is fighting with two light weapons, dexterity will most likely go up faster than the other attributes for the character. Or if character is fighting with a heavy two handed sword, strength will most likely go up faster than the other attributes. Any help on this would be very appreciated. And I apologize for my bad grammar/spelling, I'm not a english speaker. So if you don't understand a part please flame me about it. ;) - Charon

