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DarthCowardus
Vice Captain

PostPosted: Thu Jan 31, 2008 4:03 pm


This is what I have so far for the combat system. There are a few more details I need to work out, what number values to assign to different fields mostly. -DC

The Combat System

- All units have 300 hitpoints (hp)

- Units are divided into targetable Regions and Critical Locations (CL)
- Each Region has hp, armor, weapons, firing arcs, and may have Critical Locations
- The total hp of all a unit's Regions equals the Unit's hp.
- If all a Unit's Regions run out of hp, the Unit is destroyed
- Critical Locations serve special functions for a Unit, such as Hangars, Bridge, Shield Generators, etc.
- Critical Locations have armor identical to, but distinct from, their containing Region
- The total hp of all a Unit's CL equals the Unit's hp.
- If all a unit's CL are destroyed, the Unit is disabled.

- All Units have 8 Firing Arcs, but may not necessarily be capable of attacking that arc.
- The Firing Arcs are: Fore Starboard Dorsal, Aft Starboard Dorsal, Aft Port Dorsal, Fore Port Dorsal, Fore Starboard Ventral, Aft Starboard Ventral, Aft Port Ventral, and Fore Port Ventral

- Damage has 3 fields: Impact, Penetration, and Splash
- All weapons have 6 points to distribute amongst these fields.

- Armor has 3 fields: Ductility, Density, and Flexibility
- All armor types have 6 points to distribute between these fields.
- Ductility absorbs Impact damage; Density absorbs Penetration damage; and Flexibility absorbs Splash damage.

- All Weapon types have: Speed, Range, and Damage
- Speed is 1 unless there is a difference in scale. Speed = 2 ^ (Difference in scale)

- There are 5 possible ranges: Extreme, Long, Medium, Short, and Zero
- Each Unit has two ranges to another target: Actual (Range from Unit to target) and Effective (range from Unit's weapon to target)

- Chance to Hit (&#xHi;t) is determined by (Speed/Effective Range) with possible weapon modifiers.
- &#xHi;t may also be modified by scale based on the difference in scale between the participating Units
- The combined formula for &#xHi;t is:
&#xHi;t = (2 ^ ) / Range, where Range = 2 ^


- Combat Scale is determined by the scale of the slightest single participant.

- Group combat takes place between two entities whose Regions are defined by the types of Units within the entity.
- Entities may also have CL in the form of Flagships or Objectives.

- When engaged in combat, each player rolls 3 100-sided dice. If the average of the first die of each player is less than the &#xHi;t of the attack, the attack hit. The average of the second die of each player determines the total damage dealt. The average of the third die of each player determines the maximum amount of damage absorbed by armor.

- When dealing or absorbing damage, the number determined by the roll is multiplied by the value of each of the three fields for the Weapon Damage or Armor Rating and then compared to the counterpart result from the complementary field. Impact to Ductility; Penetration to Density; Splash to Flexibility.
- For Units with multiple armor or shield types, each type gets a fraction of the total damage able to be absorbed. Multiple shields of the same type receive a fraction of the total damage absorbed by that shield type.
- Damage not absorbed by armor is absorbed by the Unit's hp for the targeted Region or Critical Location. If all the targeted Region/CL's hp is exhausted, the remaining damage is evenly distributed across the remaining Regions, but not CL.
- If no target is chosen, damage is evenly distributed across all Regions, but not CL.
- For Units with multiple weapons attacking or weapons that do multiple attacks, each weapon type gets a fraction of the total damage able to be dealt. Multiple weapons of the same type receive a fraction of the total damage dealt by that weapon type.

EX: For a vessel with 2 Heavy Turbolasers and 10 Quadlasers, each Turbolaser will deal 25% ((1/2)/2) of the total damage dealt by the vessel in its attack while each Quadlaser will deal 5% ((1/2)/10) of the total damage.
- When making multiple attacks from the same weapon in the same turn, such as with rapid fire weapons, either the damage dealt by each shot or the chance for each shot to hit must be divided by the total number of attacks from that weapon in that turn. Whether the attack has a fraction of &#xHi;t or a fraction of damage is determined by the player and announced with the attack, not after.
EX: If a fighter launches two guided missiles at a target, each missile has &#xHi;t/2 chance of hitting. If that same fighter fires two shots from its blaster cannon, each shot deals half damage.

If there are any gaps or undefined terms, I apologize. Ask any question and I will answer promptly. This is a system I have developed extensively in my head, but not very much on paper so I have probably left something out without realizing. -DC
PostPosted: Sat Feb 02, 2008 9:44 am


I'd offer comments or suggestions...or ask questions...but this probably won't make enough sense to me until I see the process in action. From what I do understand, though, it sounds good. I assume it can be made to work for individual characters, too? Because what you have there seems to mostly apply to ships and such.

Trickster_Goddess


DarthCowardus
Vice Captain

PostPosted: Sat Feb 02, 2008 2:29 pm


It will work for characters. A character's Regions could be Left Arm, Right Arm, Torso, Left Leg, and Right Leg, with CL being Head and Heart. His firing arcs would only be the 4 Fore firing arcs. And he would have whatever armor and weapons he is wearing. A lot of the terms come from ships, but I made sure they can be applied to individuals as well. What I want to do now is figure out a standardized stat chart that can just be added to the end of Mechanics/Character posts and posts during battles.
PostPosted: Sun Feb 03, 2008 9:40 pm


Format for listing combat stats:
This should be appended to posts declaring new Mechanics and Characters or for every post in a battle. Dark red indicates a variable field to be filled in by the player. Green indicates a standard formatting marker.


*************************************************************
FORMAT:
*************************************************************

hp: - [, ], [, ] - [, ]

Regions:
hp, () - () [] - , () [] - ;

Critical Locations:
[] hp, () -



*************************************************************
EXAMPLE:
*************************************************************

Elennim Patrol Ship 300 hp

Regions:
Bridge Section 100 hp, Elennium Armor Plating (3:2:1), Reactive Plasma Shield (2:2:2) - Fore 200mm Beam-Projectile Turret (Beam 0:1:5 Projectile 3:3:0) [Medium, Long], Calinehta Autonomous Weapon Bay (1:2:3) [Extreme, Extreme] - 20 second per round recharge;

Starboard Wing 100 hp, Elennium Armor Plating (3:2:1), Reactive Plasma Shield (2:2:2) - Fore Starboard 1000mm Bombard Beam-Projectile Cannon (Beam 0:1:5 Projectile 2:4:0) [Long, Long], 200mm Beam-Projectile Turret (Beam 0:1:5 Projectile 3:3:0)[Medium, Long], Calinehta Autonomous Weapon Bay (1:2:3) [Extreme, Extreme]; Starboard 200mm Beam-Projectile Turret (Beam 0:1:5 Projectile 3:3:0)[Medium, Long], Calinehta Autonomous Weapon Bay (1:2:3) [Extreme, Extreme] - 20 second per round recharge;

Port Wing 100 hp, Elennium Armor Plating (3:2:1), Reactive Plasma Shield (2:2:2) - Fore Port 1000mm Bombard Beam-Projectile Cannon (Beam 0:1:5 Projectile 2:4:0) [Long, Long], 200mm Beam-Projectile Turret (Beam 0:1:5 Projectile 3:3:0) [Medium, Long], Calinehta Autonomous Weapon Bay (1:2:3) [Extreme, Extreme]; Port 200mm Beam-Projectile Turret (Beam 0:1:5 Projectile 3:3:0) [Medium, Long], Calinehta Autonomous Weapon Bay (1:2:3) [Extreme, Extreme] - 20 second per round recharge;

Critical Locations:
Bridge [Bridge Section] 100 hp, Elennium Armor Plating (3:2:1), Reactive Plasma Shield (2:2:2) - 4x Mirai Marines

Starboard Fighter Hangar [Starboard Wing] 50 hp, Elennium Armor Plating (3:2:1), Reactive Plasma Shield (2:2:2) - 4x DV-309F/A Deathviper

Port Fighter Hangar [Port Wing] 50 hp, Elennium Armor Plating (3:2:1), Reactive Plasma Shield (2:2:2) - 4x DV-309F/A Deathviper

Main Hold [Bridge Section] 100 hp, Elennium Armor Plating (3:2:1), Reactive Plasma Shield (2:2:2) - 16x Mirai Marines



*************************************************************
NOTE:
*************************************************************

- Armor Rating is listed (Ductility biggrin ensity:Flexibility).

- Weapon Rating is listed (Impact razz enetration:Splash).

- The Weapon or Armor Rating for a particular field may be 0, making it acceptable to have ratings of (0:0:5) to maximize a particular field.

- When listing Firing Arcs, not all arcs need be listed, only the arcs a Region's weapons can target. Also, excluding a term when listing a Firing Arc means that the listed arc includes all of the terms for that field.
- Ex: Fore Port = Fore Port Dorsal and Fore Port Ventral.

- After the Firing Arc is listed, the hyphen "-" precedes special rules or additional information

DarthCowardus
Vice Captain


DarthLoki 13
Crew

PostPosted: Sun Feb 03, 2008 11:46 pm


need to see this in action, but looks good...also I might suggest that we just use D-Percentage Dice to make it a Percentage game...that would be 2 D-10 where 1 is 10's the other is 1's for example roll a 3 on the tens dice and a 1 on the 1's dice, you have a grand total of 31
DarthCowardus rolled 3 100-sided dice: 91, 52, 99 Total: 242 (3-300)
PostPosted: Sun Feb 03, 2008 11:58 pm


I chose each player rolling three 50-sided dice so that the three pairs of one die from each player could be added up easily to determine &#xHi;t, Damage, and Absorption. Then based on the kind of numbers that would produce for damage, I decided to give all Units 300 hp. The fact of the matter is, since we aren't actually rolling physical dice, we don't need to employ any tricks to reduce the numbers of dice we use or make do with fewer sided dice. However, I just checked and discovered that there is no way to roll a 50-sided die, so we will have to go back to my original plan of averaging the 2 hundred-sided dice. I will edit the Combat System post appropriately.

DarthCowardus
Vice Captain

DarthLoki 13 rolled 3 100-sided dice: 3, 42, 66 Total: 111 (3-300)

DarthLoki 13
Crew

PostPosted: Mon Feb 04, 2008 6:49 am


You could just half each number that you roll...I.E. I just rolled a 1, 21, and 33

Also I think shields should be handled a little differently...I think that they should be more of a damage reduction or absorber for a certain amount to hp, once that amount has been met, the shields fail and it starts to work on the hull

I.E. I deal 20 damage to the target, it's shields can handle up to 15 damage. The shields soak 15 and then fail and the 5 goes to the hull...then roll a d6 to see how many rounds before the shields come back up
PostPosted: Mon Feb 04, 2008 4:09 pm


I would rather do averages myself because in my mind that is more accurate and not that much more complicated. It's just doing things in reverse ordering, adding then halving rather than halving then adding.

With the shields, I thought about doing it your way or something similar but decided against it primarily for these two reasons:
1) I wanted to keep things as simple as possible. I started out by defining only weapons and armor. It was simplest to make shields a kind of armor, rather than introducing a third aspect.
2) My system more closely models the way shields are used in Star Wars. For me, this was the deciding argument. In Star Wars, most Deflector shields are projected just below the ship's exterior to reinforce the hull and are only expanded when there is a hull breach in order to maintain the integrity of the ship. Star Wars shield technology supports this approach because most Star Wars shields are actually energy fields, not discrete barriers. To get discrete barriers with Star Wars shields, I think you need to project the shield against or between something. Probably the most well known barrier-type shield is the Gungan shield from Episode I. That shield was mostly likely using gravity or possibly the atmosphere or some secondary field generated by the Shield Generator or its power source. It is one of the exceptions to the general rule that shields are more energy funnels that attenuate and dissipate incoming energy or hinder particle movement throughout the shielded area.

And also, with how I've structured the combat system, it would be acceptable to define a ship's shield as a Region that must be targeted and destroyed before any other part of the ship can be targeted. But of course while this would assign hp to the shield, it would have to share hp with all the other Regions of the ship. It's a trade off and I think that's exactly what it should be. In previous incarnations of the Guild, energy shields were quite popular and prevalent, but in Star Wars shields were primarily considered temporary replacements or poor alternatives to good solid hull plating. Keep in mind also that I want to make it pretty easy for Units of the same scale to destroy each other because that again shifts focus to strategy. I also want to avoid god Units as much as possible so I tried to engineer the system so no one can have a significant advantage based on how he wrote the description of a unit.

DarthCowardus
Vice Captain


DarthLoki 13
Crew

PostPosted: Mon Feb 04, 2008 10:17 pm


that makes sense

could you also post an example of what battle will look like, so that we can see it for ourselves before trying it?
PostPosted: Thu Feb 07, 2008 4:07 pm


There should be some sort of character stats involved, like Skill, Strength, Force Adaptivity, ect. Kinda like Fire Emblem.

Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200

DarthCowardus
Vice Captain

PostPosted: Thu Feb 07, 2008 9:27 pm


Well, I don't know what Fire Emblem is, but I specifically chose not to do stats the way you described because I couldn't find a way to make it fair and balanced. I say fair and balanced because the two are different things. I could either have had players simple post the stats their characters logically deserved, which would be fair; but then there would be nothing to halt the escalation of stats and the creation of god characters, which means that there would be no way to ensure balance. Of I could have established some algorithm for randomly assigning stats, but there are ways around that and there would be cases where characters received stats clearly lower than they deserved, which would be unfair, but presumably balanced.

As it is, there are character stats, in a sense. Character combat stats would be the same as those of any other combat Units (Characters are Units). The Regions could be {Torso, Left Arm, Right Arm, Left Leg, Right Leg} and the Critical Locations could be the Head and the Heart, both contained by the Torso. Otherwise, their stats are determined by their equipment and by how they are used.

Does that make sense?
PostPosted: Fri Feb 08, 2008 1:00 am


makes sense, but still would like to see it implimented

DarthLoki 13
Crew


DarthCowardus
Vice Captain

PostPosted: Fri Feb 08, 2008 1:22 am


I'm working on it. Right now I'm planning two battles, one between two fighters and one between two people. But first I have to write up the stats, a fairly lengthy process. I was hoping that after providing a posting format, one of you guys would perhaps post something of your own and we could do a battle between those two units.
PostPosted: Sat Feb 09, 2008 10:17 am


OK, let me see if I get this.

Valefor-class Attack Ship 300
Regions:
Fore Section 100 hp, Gundanium Plating (2, 1, 2), Sith Energy Shielding (1,2,2) Fore Polaron Beam Emitter (2,3,0) [medium, long], Fore Torpedo Tube (Skipper 3,2,0 Photon 2,0,3) [long, extreme]

Mid Section 100 hp, Gundanium Plating (2,1,2) Sith Energy Shielding (1,2,2)

Aft Section 100 hp, Gundanium Plating (2,1,2) Sith Energy Shielding (1,2,2) Aft Polaron Beam Emitter (2,3,0) [medium, long]

Critical Locations:
Bridge [Fore Section] 150 hp, Gundanium Plating (2,1,2) Sith Energy Shielding (1,2,2) - 2 Elites

Main Engineering [Mid Section] 150 hp Gundanium Plating (2,1,2) Sith Energy Shielding (1,2,2) - 5 Sith Stormtroopers

DarthAlucard
Captain


DarthAlucard
Captain

PostPosted: Sat Feb 09, 2008 10:18 am


(Wanted to keep this separate)

What is your take on "Special attacks/powers?" Does the system have room for them?
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The New Guild: Topics Related to Guild Revitalization

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