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DarthCowardus
Vice Captain

PostPosted: Sat Apr 26, 2008 8:42 pm


Speed comes into to play with scale differences. Otherwise, speed is the same for everyone for fairness's sake. The same is true for strength. Rather than argue about just how much stronger one character is compared to another, they have equal strength and it becomes a matter of how they use it.

And there is a 'luck' system, as you put it, that incorporates dodging, critical hits, unblockables, saves, et al. in the form of Chance to Hit and Damage Dealt vs. Damage Absorbed.


I want this system to be as simple as possible because it has to rely on human calculations, which have to be simple, clear, and have repeatable conclusions.

Of course, you are always welcome to develop and propose your own alternative combat system. At least until we begin the actually roleplay.
PostPosted: Sat Apr 26, 2008 8:45 pm


I am thinking that each character should have a character sheet...like one that is used in Star Wars Saga edition (free for download online) that way you can set out your characters stats easier. I do not think that someone who is a fighting character should have the same strength as a schooler type character. As for the stats, just have a point buy system and possibly have the character be leveled up. I have the rule book if anyone wants that. It will explain things better then I can.

DarthLoki 13
Crew


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Sun Apr 27, 2008 8:10 am


Alright, here's the system from Fire Emblem.

Besides health, you have 8 stats, being as follows:
Magic
Skill
Speed
Luck
Defense
Resistance
Constitution
Movement

Each stat has a base level, a cap, and a growth rate (in %). Including health, the total of all the base stats equals 50, while the total growth rate equals 300. When you level up, a 100-sided die is rolled 8 times (Movement doesn't grow, and if the constitution growth is 0 then the die is only rolled 7 times.) if the number rolled is within the growth range, then that stat is raised. While some characters may turn out ungodly aweful and others may turn out godly good, it's a very, very low percentage.

Weapons also have stats, which are as follows:
Usage
Level
Range
Weight
Might
Hit
Critical

Battle Calculations:

Accuracy = Weapon Hit + (Skill x 2) + Luck / 2 + Weapon triangle bonus

Attack Speed = Speed - (Weapon Weight - Constitution) [Minimum is 0]

Avoid = (Attack Speed x 2) + Luck

Battle Accuracy = Accuracy - enemy's Avoid

Physical Attack = Strength + [(Weapon might + Weapon triangle bonus) x Effective coefficient]

Magical Attack = Magic + [(Weapon might + Weapon triangle bonus) x Effective coefficient]

Physical Defense = Defense

Magical Defense = Resistance

Damage = (Attack - enemy's Defense) x Critical coefficiant

Critical rate = Weapon Critical + (Skill / 2) + Critical Bonus (For mid and high-tier classes ie. Trueblades, SOLDIER Class 1, ect.)

Critical Evade = Luck

Battle critical rate = Critical rate - enemy's Critical evade

Assassination rate = (Battle critical rate / 2)

Weapon triangle bonus = +15 accuracy and +1 attack if good against enemy's weapon, -15 accuracy and -1 attack if bad against enemy's weapon.
Weapon coefficient = 2 if effective against enemy, 1 if not.
Critical coefficient = 3 if critical is successful, 1 if not.
Critical bonus = 15 if user is second tier, 30 if user is third tier.
*Assassination rate applies only to Assassins.
*Double-attack if attack speed is at least 4 more than opponent's.
PostPosted: Sun Apr 27, 2008 1:13 pm


DL, I remember you were going to send me something like that rule book, but I forget what happened that you didn't...


Kuro, I think you should post your alternative combat system in a different thread so that we can keep track of it and compare it to this one. You're going to have to explain everything about it in a way that is easy to follow and understand. And then you should probably demonstrate each of the different steps so the rest of us can follow it and see what we think of the system.

DarthCowardus
Vice Captain


Meidolaon
Crew

Eloquent Lunatic

8,200 Points
  • Marathon 300
  • Survivor 150
  • Person of Interest 200
PostPosted: Mon Apr 28, 2008 5:16 am


DarthCowardus
DL, I remember you were going to send me something like that rule book, but I forget what happened that you didn't...


Kuro, I think you should post your alternative combat system in a different thread so that we can keep track of it and compare it to this one. You're going to have to explain everything about it in a way that is easy to follow and understand. And then you should probably demonstrate each of the different steps so the rest of us can follow it and see what we think of the system.
Will do.
DarthCowardus rolled 3 100-sided dice: 22, 98, 29 Total: 149 (3-300)
PostPosted: Fri May 02, 2008 4:06 pm


The X-Wing stays hard on Beta's tail, intent on destroying the one enemy before dealing with the other. His only hope is that Alpha's maneuver will slow the other TIE enough that it will be too far behind to effectively attack before Beta is destroyed. The X-Wing fires two more torpedoes (half &#xHi;t), this time sure to target Beta's Fuselage.

T-65XJ X-Wing 300 hp: Fore - Beta[Short, Short]

Regions:
Fuselage 100 hp, Deflector Shield (2:2:2) - Fore 3x Proton Torpedo Launcher (2:1:3) [Medium, Long] - (1:2:1) Torpedoes per Launcher;

Starboard Dorsal Wing 50 hp, Deflector Shield (2:2:2) - Fore Heavy Laser Cannon (4:2:0) [Medium, Medium];

Starboard Ventral Wing 50 hp, Deflector Shield (2:2:2) - Fore Heavy Laser Cannon (4:2:0) [Medium, Medium];

Port Dorsal Wing 50 hp, Deflector Shield (2:2:2) - Fore Heavy Laser Cannon (4:2:0) [Medium, Medium];

Port Ventral Wing 50 hp, Deflector Shield (2:2:2) - Fore Heavy Laser Cannon (4:2:0) [Medium, Medium];

Critical Locations:
Cockpit [Fuselage] 50 hp, Deflector Shield (2:2:2) - 1x Pilot

Astromech and Hyperdrive [Fuselage] 50 hp, Deflector Shield (2:2:2) - 1x Droid, Necessary for Hyperspace Jump

Starboard Dorsal Stabilizer [Starboard Dorsal Wing] 50 hp, Deflector Shield (2:2:2)

Starboard Ventral Stabilizer [Starboard Ventral Wing] 50 hp, Deflector Shield (2:2:2)

Port Dorsal Stabilizer [Port Dorsal Wing] 50 hp, Deflector Shield (2:2:2)

Port Ventral Stabilizer [Port Ventral Wing] 50 hp, Deflector Shield (2:2:2)

DarthCowardus
Vice Captain

DarthCowardus rolled 3 100-sided dice: 87, 97, 48 Total: 232 (3-300)

DarthCowardus
Vice Captain

PostPosted: Fri May 02, 2008 4:14 pm


(ooc: Separating Alpha and Beta's posts because they are no longer attacking in unison.)
Beta attempts a barrel roll to dodge the incoming torpedoes. His only choice it to try and outrun the X-Wing.

Beta 144 hp

Regions:
Fuselage 48 hp, Titanium Hull Plating (2:2:2) - Fore 2x Proton Torpedo Launcher (2:1:3) [Medium, Long] - 6x Torpedoes per Launcher;

Starboard S-Foils 48 hp, Titanium Hull Plating (2:2:2) - Fore Laser Cannon (4:2:0) [Medium, Medium], Ion Cannon (1:1:4) [Medium, Medium];

Port S-Foils 48 hp, Titanium Hull Plating (2:2:2) - Fore Laser Cannon (4:2:0) [Medium, Medium], Ion Cannon (1:1:4) [Medium, Medium];

Critical Locations:
Cockpit Ball [Fuselage] 100 hp, Titanium Hull Plating (2:2:2) - 1x Pilot

Hyperdrive and NavCom [Fuselage] 100 hp, Titanium Hull Plating (2:2:2) - Necessary for Hyperspace Jump

Stabilizers [Fuselage] 100 hp, Titanium Hull Plating (2:2:2)
DarthCowardus rolled 3 100-sided dice: 4, 66, 91 Total: 161 (3-300)
PostPosted: Fri May 02, 2008 4:18 pm


Alpha finishes his turn and now fires a salvo from each Laser and Ion Cannon.

Alpha 300 hp: Fore - T-65XJ X-Wing[Medium, Medium]

Regions:
Fuselage 100 hp, Titanium Hull Plating (2:2:1) - Fore 2x Proton Torpedo Launcher (2:1:3) [Medium, Long] - 6x Torpedoes per Launcher;

Starboard S-Foils 100 hp, Titanium Hull Plating (2:2:2) - Fore Laser Cannon (4:2:0) [Medium, Medium], Ion Cannon (1:1:4) [Medium, Medium];

Port S-Foils 100 hp, Titanium Hull Plating (2:2:2) - Fore Laser Cannon (4:2:0) [Medium, Medium], Ion Cannon (1:1:4) [Medium, Medium];

Critical Locations:
Cockpit Ball [Fuselage] 100 hp, Titanium Hull Plating (2:2:2) - 1x Pilot

Hyperdrive and NavCom [Fuselage] 100 hp, Titanium Hull Plating (2:2:2) - Necessary for Hyperspace Jump

Stabilizers [Fuselage] 100 hp, Titanium Hull Plating (2:2:2)

DarthCowardus
Vice Captain


DarthCowardus
Vice Captain

PostPosted: Fri May 02, 2008 4:20 pm


Analysis:
Normally, we won't need this, but I'm going to explain what's going on because you are all learning the system and I'm having to trace it all out to make sure it works the way I want. Be aware, though, that this will be my first time running actually numbers so it is likely that there will be some changes to the combat system. I will however, point out all of those changes and explain my reasons for making them in a separate post.

As with the X-Wing's last attack, chance to hit is 100 so we don't need to calculate that. We just need to calculate damage dealt and damage absorbed.

First, damage dealt: 98 and 97 average to 97.5 so damage will be a multiple of that.

Damage absorbed is a multiple of 38.5.

So the proton torpedoes deal [195:97.5:292.5] and the TIE's armor absorbs [77:77:77]. That means 118 + 20.5 + 215.5, or 354, damage goes to hitpoints and Beta is destroyed.

Also, now that Alpha has started attacking the X-Wing. The X-Wing needs to post again with dice rolls to determine that.
PostPosted: Mon Jun 09, 2008 1:14 pm


Do people understand the combat system well enough that I can stopped this attack and move on to Stormtrooper v. Jedi? That will show how Force powers are used, which is the same way that magic will be used.

DarthCowardus
Vice Captain

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The New Guild: Topics Related to Guild Revitalization

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