Re: IVAN roguelike



Gamer_2k4 <gamer2k4@xxxxxxxxx> wrote in news:1182911733.817668.166710
@n2g2000hse.googlegroups.com:

Or you could work from the mechanic that makes for good gameplay and
rationalise the real effects from that. If the minotaur rolls a lot
of
damage, it must have hit you somewhere that was already damaged.

That's an excellent point. It's something I never really thought of,
but it totally makes sense. People treat the static hitpoints, random
damage as too great of an abstraction (hence the limb system, critical
hits, and so on), but in retrospect, it's almost perfect. High rolls
are basically critical hits, as there's a lower chance of getting them
than there is of an average hit. With a location-based damage system,
static weapon damage is almost a necessity to keep combat from being
too random. That's important to keep in mind.

Static weapon damage isn't a necessity. Considering the chances of
quick deaths in how you design the rest of the game however is.

A static damage system with just random locations might even be seen
as boring. And it might not even have the desired effect. Six would
probably be a fairly normal number of locations. (Ivan uses seven, but
combining groin and torso would also make sense.) Let's say it takes
two attacks to "kill" any one location. Right off the bat, you might
die in two hits or last until the seventh. And after the first hit,
any following hit may kill you. That is without getting fancier, like
having head hits do extra damage or making certain locations more
likely to be hit (like the torso for size, or the left arm when facing
a right handed opponent, or whatever else you might think of.)


And maybe you should still have randomized damage. Maybe you should
be able to luck out with a graze to your right arm just as you might
get a graze to your head.

Criticals might deserve a look though. Rather than raw damage
boosts, you could give exceptional hits additional effects. Instead
of a 50-100% (or whatever) damage boost, maybe an exceptional hit to
the arm will make the person drop whatever is held. A leg hit might
make them drop to their knee or fall down. Any location might stun.
High damage and an exceptional hit might sever, or at least disable.
(Excessive limb damage doesn't have to mean a limb falls off, it could
just mean you can't use it anymore for whatever reason, like cut
muscles or broken bones.) Or maybe a crit will slip past armor, or
even damage (or knock off) armor.
.



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