carpg
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New game combat system
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