User:ARMYJEN/Proposal:COMBAT verb: Difference between revisions

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This is a proposal written by [[User:ARMYJEN]] and discussed among several including Obelin and Whirlin.
This is a proposal written by [[User:ARMYJEN]] and discussed among several including Obelin and Whirlin. Have suggestions or thoughts about this proposal? Feel free to leave notes in the [[Talk:Proposal:COMBAT_verb|Discussion tab]].





Revision as of 08:17, 11 October 2022

This is a proposal written by User:ARMYJEN and discussed among several including Obelin and Whirlin. Have suggestions or thoughts about this proposal? Feel free to leave notes in the Discussion tab.


Problem

The combat system is complex and there is a barrier of entry for new players (“new” defined as either longevity of playing or in time spent learning mechanics) which can create frustration. There is a lack of understanding of how systems interrelate and players sometimes feel they don’t have agency to identify, understand, and effectively counter existing combat mechanics.


Goal
  • Demystify combat
  • Encourage the implementation of more tactics in combat from a design standpoint and from a player standpoint; as players are able to ascertain more information, they will feel they have more agency to think tactically, which will also encourage development of more creatures that require tactics.
  • Decrease the amount of prior knowledge required to understand combat by new players


Expansion

COMBAT <creature> returns:

  • Level
  • Armor sub group (number and name)
  • Weapon base
  • AS/DS for melee and bolt
  • CS/TD
  • SMR and SMR-D
  • Healthpoints
  • Immunities, susceptibilities, and resistances
  • Padding, weighting
  • Abilities
  • Boss Mob abilities

If necessary, this output could be tied to existing skills like Survival.

COMBAT DEFINE <level> returns:

  • A list of creatures with that level