[Question to devs] About combat system : in stone or not ?

In an old old old dev journal, Frogboy spoke about a combat system where the game roll a die from 1 up to the max attack, with a minimum of max attack/10.

Is it set in stone or can we try to convince dev to choose something better to simulate combat ?

8,658 views 11 replies
Reply #1 Top

maybe just wait next patch with tactical combat and see how it works?

Reply #2 Top

Why not, but I don't think th egame will tel you every roll made and what is the real effect of them.

What I'd like to be able to see (but an option could let player chose a simpler view of combat) is "AAA attacks. 15 ATK --> Roll 1, but 2 is the minium. BBB has 21 of DEF, rolls 3. 2-3 = -1. Attack failed" Or something like this.

But if it's only "you hitted him for 3 points" would be not enough informative. I really want something that let me know what are the calculations behind, but in the same time I don't want a heavy manual with 2432145325 formulaes (because they can change after release).

Reply #3 Top

Quoting vieuxchat, reply 2
Why not, but I don't think th egame will tel you every roll made and what is the real effect of them.

What I'd like to be able to see (but an option could let player chose a simpler view of combat) is "AAA attacks. 15 ATK --> Roll 1, but 2 is the minium. BBB has 21 of DEF, rolls 3. 2-3 = -1. Attack failed" Or something like this.

But if it's only "you hitted him for 3 points" would be not enough informative. I really want something that let me know what are the calculations behind, but in the same time I don't want a heavy manual with 2432145325 formulaes (because they can change after release).
End of vieuxchat's quote

So you want a "Battle Log" then? Why?

So you can see why you died in the hopes to correct some deficiency in your units build? or have the ability to complain that the enemy units are to tough and you have proof?

Just curious btw...

 

Reply #4 Top

Detailed calculation logs are fine in games where you have very small numbers of units (like D&D CRPGs where it's just your party of a few people and whatever they're fighting), but become way too unwieldly you've got hundreds or a thousand guys fighting another thousand.

Reply #5 Top

Quoting John_Hughes, reply 3

Quoting vieuxchat, reply 2Why not, but I don't think th egame will tel you every roll made and what is the real effect of them.

What I'd like to be able to see (but an option could let player chose a simpler view of combat) is "AAA attacks. 15 ATK --> Roll 1, but 2 is the minium. BBB has 21 of DEF, rolls 3. 2-3 = -1. Attack failed" Or something like this.

But if it's only "you hitted him for 3 points" would be not enough informative. I really want something that let me know what are the calculations behind, but in the same time I don't want a heavy manual with 2432145325 formulaes (because they can change after release).
So you want a "Battle Log" then? Why?

So you can see why you died in the hopes to correct some deficiency in your units build? or have the ability to complain that the enemy units are to tough and you have proof?

Just curious btw...


 
End of John_Hughes's quote

Both. It's a strategic element to know how exactly things react with each others. Moreover you can try to find creative ways to fight if you know how it works.

And simple things like ATK > DEF then Damage = HP lost isn't something that opens for a lot of battle variety. Think non lethal damage and how to deal it, think how to effectively use poison without poisoning yourself (what are the important stats to avoid being hit by your own poison ? Aikido would be really usefull against poison weapons), think "feint" and the fact that ATK > DEf doesn't always lead to damage but to some "prone" situation where you have better chance to deal damage or to knock opponent.

And with huge battles the game can abstract 100 men in just one ATK value (100 times the value of 1 man) so a 10 000 battle wouldn't be that hard to track (unless you have 10 000 times one man >_<)

Reply #6 Top

"It's a strategic element to know how exactly things react with each others."
End of quote

Wouldn't that sort of require the exact Formula...?

As to the other points made. I guess we will have to wait for Beta 3 and Tactical battles to see if "Poisons" and "Feints" get put in and how they work exactly.

 

Reply #7 Top

Maybe I wasn't clear : yes I want the formula. After all I already said "I really want something that let me know what are the calculations behind"

But I don't want to rely on a manual : I want the ability to get the formula in-game with combat log more or less detailed.

Reply #8 Top

Exact Formula:

Unit has equipment that has attack values that gives the unit an overall attack rating.

Every type of equipment has an attack type: Normal, Cutting, Blunt, Piercing.

Whichever type of non-normal attack contributes the most to your attack rating defines your overall attack type. (Realistically, your primary weapon).

..

Unit has equipment that has defense values that gives the unit an overall defense rating.

Every type of equipment has a defense against certain types of attack. Whatever contributes the most to your overall defense results in your unit's overall defense type.

..

In combat:

Attacker rolls a value 0 to attack max value.

Defender rolls a value 0 to defense max value.

If Defender defense type = Attacker's attack type then defender's roll = max value.

Thus, a player armed with a club (blunt damage) with an attack of 5 goes up against a guy with a helmet (protection from blunt) of defense of 3 then the defender will always roll a 3 against the attacker. They'll still take 2 damage potentially but they'll be a lot safer.

By contrast, no helmet but instead has Leather armor with a defense value of 4, they'll be rolling 0 to 4 against that club.

Some equipment has defensive values that allow a dodge % (shields) that have a chance that a player will simply avoid certain types of attack but that's a different discussion.

It's important to remember this: IT IS NOT A ROLE PLAYING GAME. We have to, between turns, simulate potentially hundreds of battles so we can't have D&D level complexity in individual battles but we can get a pretty good approximation.

Reply #9 Top

So a well chosen defense can negate damage ? A club that has an attack of 3 won't ever touch a guy with a helmet ? Can't we add an endurance measure : the hit-receiver wouldn't lose HP but would get fatigue (or lose some morale ? Or any thing that wouldn't completely negates the attack ?)

Reply #10 Top

Quoting Frogboy, reply 8
Exact Formula:

Unit has equipment that has attack values that gives the unit an overall attack rating.

Every type of equipment has an attack type: Normal, Cutting, Blunt, Piercing.

Whichever type of non-normal attack contributes the most to your attack rating defines your overall attack type. (Realistically, your primary weapon).

..

Unit has equipment that has defense values that gives the unit an overall defense rating.

Every type of equipment has a defense against certain types of attack. Whatever contributes the most to your overall defense results in your unit's overall defense type.

..

In combat:

Attacker rolls a value 0 to attack max value.

Defender rolls a value 0 to defense max value.

If Defender defense type = Attacker's attack type then defender's roll = max value.

Thus, a player armed with a club (blunt damage) with an attack of 5 goes up against a guy with a helmet (protection from blunt) of defense of 3 then the defender will always roll a 3 against the attacker. They'll still take 2 damage potentially but they'll be a lot safer.

By contrast, no helmet but instead has Leather armor with a defense value of 4, they'll be rolling 0 to 4 against that club.

Some equipment has defensive values that allow a dodge % (shields) that have a chance that a player will simply avoid certain types of attack but that's a different discussion.

It's important to remember this: IT IS NOT A ROLE PLAYING GAME. We have to, between turns, simulate potentially hundreds of battles so we can't have D&D level complexity in individual battles but we can get a pretty good approximation.
End of Frogboy's quote

Weird system.....I think that the good old % based dmg-resistance [X armor offers 30% resistance against blunt dmg and 10% against piercing dmg etc.] system is much better compared to this. It's not even complex, so simulating the battles wouldn't be a problem at all.

Reply #11 Top

Interesting sounding system - I need to get in and try that out...