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Interesting idea for combat

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Let's say that we represent a piece of armor like so

X X X
X X X
X X X

where each X represents a region on the armor.

Let's say that X's are closed regions and that O's are open regions

X O X
X X X
X X O

or something like that

now let's say that we represent a weapon with a size

X

or

X X

or even

X X X

so a weapon can fit into an open region if it's size fits into holes. Let's say that a sword has a region of 1 as it can stab whereas a club has a region of 3 as it only beats.

Now, each X has a certain durability to it. If a sword were to strike an X over and over again, it would eventually break, thus opening up a hole. A sword might strike between 1 and 3 X's whereas a club always strikes 3 X's.

Now, let's say that we also have stiffness

low stiffness means that the armor would mean that the armor wouldn't break against a beating weapon like a club, but would easily be cut through by a weapon like a sword whereas high stiffness would eventually be dented/shattered by a club and pierced through by a sword.

Anyways, just a cool idea : ).

In Warcraft 3, a unit would have a % chance to strike the same area that it struck before and a % chance to strike open areas. If the roll fails, it strikes a nearby area =O.

A character could be represented by a grid of like 6 boxes

X X X X X X X X X
X X X X X X X X X
X X X X X X X X X
X X X X X X X X X
X X X X X X X X X
X X X X X X X X X

where each box represents one region of the body, and then sub regions of those boxes represent specific armor pieces of specific pieces of armor

anyways, a combat system like this might be cool =)

could do the same thing for weapons, shields, and projectiles ; )
 
TBC?? Trigger Based Combat?

btw ; )

Code:
resistance
    resistance is not % reduction, but is rather a value

        (ln((damage*1.25 + 2.8) - ln(resistance + 1)))*damage = damage

        
        if (damage > 0) then
            apply damage
        endif
        
absorption
        same as resistance, but absorbs

    if (damage > 0) then
        damage = -damage
           else
        damage -= originalDamage
        endif

first resist
then absorb
 
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