Elemental Combat regarding Mobility #1

Ways of using Mobility

Since Elemental war on magice will be centering on Human race, and human is a very fragil motal race. Hit Point should remain low and reseach techology shouldn't give any bounse HP point added to any units. To help unit stay alive, unit should rely not only their armor for def but mobility to avoid taking hits from blade, arrow, or fangs.

 

Some of the way mobility can be use

 

Mobility use as a defense, unlike def from armor, mobility are used to doge attacks or avoid certain things. While def can be use to pervent unit from taking any damages head on by an attach that is lower than the def. for example  Unit A has 5 def and unit B has 2 att. Unit B attack Unit A, Unit A doesn't take any damage.

 

Mobility increase the amount of attack a unit can attack per turn or do a chain attack in a path,

 

Finally mobility can be use to increase a unit speed by X amount of times per combat to able to cut of a retreat of an ememy or to quickly get close to an range unit.

 

6,171 views 6 replies
Reply #1 Top

My problem with this is that humans actually aren't all that fragile. In RPGs in general, common soldiers usually go down in one hit -- I don't think this is actually typical in real life. I think after getting hit someone is much more likely to fall down on the ground screaming rather than dying outright... this isn't something that's really simulated although sometimes I wish it was. It's entirely feasible that some humans would have more "hitpoints" than other humans, because some people are simply hardier than others by a signifcant margin.

Reply #2 Top

I'm pretty hefty.  I expect that I have more hit points than the average fellow.  If you stick a blade in a skinny guy three inches deep, you probably have a mortal wound.  Stick a knife three inches into my gut and all you have is a greasy knife.

On the other hand, the skinny lil guy has a much higher mobility than I do.

Hmm, does that make me a troll?

:)

 

Reply #3 Top

Why not just increase the defense for units that can squirrel around and not get hit? Or create a special ability that does this?

Reply #4 Top

well, this was partly involved in my all encompassing Defensive Skill idea, which would include abilities in Shield movement, and also being able to block an attack with, say, the platemail on your arm, or your helmet even ... just something to "avoid" a critical strike to the fleshy bits. For less lightly armored folk, Defensive Skill would more unilaterally mean speed and agility, with probably a good bit of parrying thrown in as well. (I would like a parry ability, but doubt it will be included). Actually anyone with a good weapon or shield could be good at parrying (except a non-fixed weapon like a mace, and axes are hard to parry with, especially if the wooden handle "is actually wooden" and can be chopped through) and that would go into Defensive Skill.

However, it seems like Defensive Skill, Offensive Skill, Dexterity, Strength, Agility, Luck, and Uberness, are all rolled into our all-encompassing "Strength" stat, which is often referred to as HP. ATTACK and DEFENSE in this system is purely the sharpness of the weapon or the toughness of the armor. Its essentially Penetration vs Protection ... and so its all based on what weapon or armor you have, the bigger the badder the better.

I actually like the all-encompassing "Strength" stat approach, with the attack and defense being Pierce vs Protection. It will be fun to try out, and will perhaps be (according to frogboy) a more realistic representation of warfare. I would like to see it in action, and would be happy as mittens if it was at least kept through Christmas so I can try it out in the second Beta (although I think most of the current battle system will make it all the way to release). We will just have to wait n' see. Again, can't wait for battle testing! *_*

Reply #5 Top

Quoting cleflar, reply 2
I'm pretty hefty.  I expect that I have more hit points than the average fellow.  If you stick a blade in a skinny guy three inches deep, you probably have a mortal wound.  Stick a knife three inches into my gut and all you have is a greasy knife.

On the other hand, the skinny lil guy has a much higher mobility than I do. 

End of cleflar's quote

This made me think of this account written by an ancient historian, talking about guys on horses. You'd think that horses would be tougher than humans. Actually, they were pretty unreliable at best. Humans could take a hit or two, but the horses would pretty much fall right over from a wound. Not to say that horses couldn't take more damage than a human can... I'm just saying, humans are tougher than other humans give them credit for.

Reply #6 Top

In tyerms of human HP:  Since the only races in the game (starting out) are human, it doesn't make sense for them ot have "low" vs. "high" hitpoints (Since there's nothing else to compare them to).  (If you are writing in comparison to weapon damage, that will have to depend more on game balance and fun, as the combat mechanics are worked out.)

 

In terms of your uses for mobility:  It doesn't seem to me that mobility would need a separate stat from defense or damage absortion.  (Since there are a number of effects that presumably could influence this/these stats.)

 

As for a movement speed increase, that seems like a special ability, or simple combat speed, type of mechanic to be.