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New game combat system

Open Tomash667 opened this issue 9 years ago • 0 comments

Attributes

  • int - sage trainer, training by reading books, perks
  • wis - praying & meditation, trainer, perks
  • cha perks

Skills

  • unarmed combat
  • skills roll random value (skill/2, skill) while in combat (add perks to remove this penalty)
  • allow to train to increase aptitude

New effects

  • max mana
  • mana regeneration mod
  • mana regeneration
  • dazed - like stunned but can walk/rotate
  • rooted - can rotate/attack
  • bleeding, heal bleeding
  • ability damage
  • blind - how to show it? unit is missing? white screen?
  • confusion
  • paralysis - like stun but frozen animation
  • disease
  • silence
  • deaf
  • ? energy drain
  • ethereal
  • scared
  • poison making unit vomit (like stun)
  • stun resistance/immunity/power
  • poison resistance from endurance/effects
  • antidote
  • petrified
  • slow/haste
  • aura (for example heal all units near)
  • mana burn
  • lifesteal
  • damage gain (increase attack with each successful hit)
  • power attack
  • critical hit/chance ?
  • dazed

Abilities / moves

One at start and 2 to learn per class (later there will be more).

  • disarm
  • jump back
  • move around enemy left/right
  • roll
  • sprint
  • heavy attack - starts after holding, different animation
  • kicking
  • power attack
  • wide attack
  • healing - revive units on ground while in combat/faster

Spells

  • revive
  • darkness / black light

New damage types

  • fire
  • cold
  • acid/water
  • electricity
  • positive energy
  • negative energy

Ideas

  • enemy types
    • swarm - weak but many
    • normal
    • champion - more hp, usually only one per group
    • miniboss - big hp pool, boss music,
    • boss - big hp bar at top with name. boss music, summon other enemies, powerful attacks
  • ranged combat - Bullets can move thru units (smaller radius, chance)
  • v2: experience
  • jumping attack (wolf from gothic)
  • chain attacks, less stamina, more damage - in feature more effects
  • equipping armor in combat takes time
  • Poise - balance, protection against stun, wound, breaking block, throwing at ground (gained by armor)
  • double hp bar mode (hp/shield like in hots, wounding like in salt & sanctuary)
  • hit fireball with arrow to make it explode midair
  • weapon attack trail effect
  • ? check min max values for rotate/walk/run speed
  • group up skill/attribute gain text
  • more weapon types (dagger, short sword, rapier, long sword, etc...)
  • stamina needs rework - currently it restore very fast for game to be beatable, but enemies restore it too fast to
  • stamina like in nioh, when depleted attacks will stun target
  • broken block should take longer, fall on ground etc
  • stamina from shoting depends on bow
  • weapon subtype - stamina usage, power 150%+ stamina
  • longer aiming with bow increase accuracy, scale down sight
  • blocking with weapon
  • backstab animation (from surprise), instant kill/more damage
  • parry - use block without holding mouse button
  • blocking make attacker mini-stunned/weapon bounces off
  • shield increase defense
  • attacks range depend on weapon type or items.txt
  • team leader gives bonuses to all member (rogue, more gold better prices, paladin - +cha, hpreg)
  • shooting bow deviation depends on skill level, skill level for traps, hold more for better accuracy
  • number of blood depends on damage taken
  • natural weapon & armor (they have special effects so they don't have to be in unit (to give undead some resistances etc))
  • bruises damage (ability to deal bruises damage with any weapon, blunt already deal some)
  • pain damage, accumulate - play pain animation when gained enough
  • blocking with bracelets on hands
  • two weapons combat, left/right/both handness, styl bliźniaczych mieczy
  • wounds, broken bones, hurted feets (cant run/walk)
  • holes burned in boots by acid
  • better weapon physics checking for collisions
  • hp dice for NPC
  • safe attack mode to not hit neutral when fighting in large groups
  • move around target, jump back, roll
  • fighting styles: protection, aggresive, defensive, duel, normal
  • ref overcomplex player stats system
  • faster potion using, take out weapon after drinking, allow drink potion after potion and then take out weapon
  • multiclassing, prestige classes
  • block without shield (by golems for example)
  • shield give mobility penality (small 0, normal 5, big 10, tower 15)
  • shield different block types (physical/magical/fire/etc)
  • shield with spikes (can crit without battle shielder, +5% crit then)
  • skill: weapon style (weapon and shield, single weapon, dual weapons, two handed weapon, pole weapon)
  • very heavy armor, make unit mesh bigger and higher
  • dex requirement for bow, dexterity weapons
  • scaling skill/attributes gain speed to player level (for example when player have 10 level but armor skill at 8, he will gain +2 aptitude)
  • nie trenowanie atrybutów bezpośrednio, trenowanie umiejętności trenuje podany atrybut [training skills instead of attributes, new skills Literacy (reading books, small skill boost, INT), Haggle (trading, better prices, CHA), Athletics (using stamina/carring, stamina/carry capacity, END/str), Acrobatics (running, increase speed, DEX/end); skill train attributes; different base skill/attribute bonus (not base, for example in range -5 to 5, below -5 can't train)]
  • critical hit (x2 dmg 5% (can vary by weapon type)), critical resistance (if you 75% critical resistance you only take 25% extra dmg from critics [golems for example]))
  • every class have to put some focus on specific skill (warrior 1wep 1arm, barb 1wep 1rag, rogue rogue_skill, hunter hunter_skill, etc)
  • sticky slowing terrain
  • poison (and other effects) buildup like in dark souls

Tomash667 avatar Feb 26 '16 11:02 Tomash667