Quote:
Originally Posted by Uatu
Hmm - interesting...
The "do-or-die attack" looks fun  What is that?
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It will be explained in the demo, however, I would anyway like to discuss my combat system, so I'll explain in detail:
In general, the THAC0 of the first 4 party members is summarized (thus, a level 1 party e.g. has values of ~70).
For a normal attack, the script used in the logic-block event (LBE) firstly adds a random value between 1 and 10 to the combined party THAC0, than substracts 5 (thus the party THAC0 fluctuates between 66 and 75). A weak group of monsters may have a THAC0 of 70. The party value is then compared to the monsters value. If the party THAC0 is lower than 70, the party wins the first round (indicated by a quest) and gets a "reasonable" random damage (appropriate to the monsters' combat strength and altered by the party characters' AC). If the value is higher, the party loses the first round and gets double damage!
In the do-or-die attack, a random value of 1-20 (generally, this is also depending on the monsters) is substracted from the combined party THAC0. This means a higher chance to defeat even much stronger monsters. However, if the party loses the round, there is a good chance that the party dies (thus do-or-die attack). And even if the party wins, they get double damage!
In the defensive mode, a random value of 1-10 is added to the combined party THACO. This means, that the chance to win a round is smaller. However, even if the round is lost, the party will only receive normal damage, and if the round is won, the party has a good chance to get no damage at all.
In the model I posted, each round is connected to a quest stage (ShogunfFight in this case). The third round is only necessary if the party has lost one round and won the other. The quest ShogunWin is used to make sure that the party has won one round. When the party wins the whole combat (2 rounds won), both quests will be completed.
The disadvantages of my approach are firstly that there is nothing like HP for the opposing party (monster). It's just like in most fighting games: Win 2 rounds and you win the fight... Secondly, the specific damage of a weapon is not important, only its THAC0-Bonus. Thirdly: No magic envolved yet... Fourthly: In this simple model, you cannot decide for the different members of the party. Fifthly: No long ranged weapons yet... (but I have a fair compensation for that in some quests...

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The advantages I see are:
1. Since there are still bugs in the normal DC combat system, it is reasonable to avoid it.
2. Some people (like me) are more into adventuring than into fighting.
3. It is possible to assign special events to the ongoing battle - e.g. sparing an opponents life, capture an opponent, be captured, surprise attacks... Thus, I even think that one could combine this approach with the normal DC combat system...
There will also be some special "challenges" in my design: Only one party member against one opponent...