So Iām of a few different thoughts here having played a bunch of muds and such.
I sorta hate the walk into a room, type kill homie and combat is started type of Armageddon, because in Arm, normally people who do such a thing are vastly skilled, and hit like a ton of bricks, or have super powered races that can one hit KO/Kill you.
On the other hand, Iāve played Dragonrealms where it has a missile/pole/melee range and then it turns into a spam match of advance homie, homie types ret ret ret e for example to get away.
Iāve also played other games that operate on a room system, where you can approach NE or approach rock and it places you at that point in the game after some calculations and time math has happened.
I personally would like something that takes distance into affect, but doesnāt rely on pure spam or hoping that your victim has a laggy connection and doesnāt notice youāve typed advance homie until you get close enough to kill them.
Iāve always thought that combat in most games, when you practice it and learn how it works is too fast. So what I would like is some type of system that takes space into it as a factor and also not have it be one hit kill, one hit knock out either.
I would say that with this game having everything from melee to guns (I believe thatās what Iāve heard) there should be some advantage to firearms over melee at distance. Iāve played games like Cybersphere where you could be a martial artists and attack a pistol user and somehow youāre teleported across the room, right next to and it feels like it takes away the advantage of firearms. Because as a previous soldier and guy whoās done my fair share of killing folks in real life. Guns will win 99.9% of the time.
So Iād like some type of system of spacial awareness of where you are. Possibly having things like guardtowers in the room that elevate you above the others, but make you unable to be melee attacked, but could still get shot. Defensive structures that you could stand behind that gives negatives to attacks etc.
Maybe make the combat system have pros depending on position in the room of the character. IE:
Iām sitting on a bar stool, someone walks up and leans on the bar next to me. He decides to stab me, he types kill Jarod, I get stabbed once then next action I take is to stumble to my feet in pain. There is too many games where you get that bonus to attack a more vulnerable opponent but then they are suddenly standing up doing ninjitsu back at you in the combat rounds to follow.
Make positions matter essentially.
I would also like skills, particularly firearm skills to be trainable in more widely a fashion. Most games you get some silly skill points per day, or just massive timers so itās like, you shot your gun once this hour, here is your 1/100 tick, come back next hour.
I personally think that effort should equal advancement, you shouldnāt be able to log in for one hour a day, run through a few skills, log off and then come back tomorrow and rinse and repeat to get your āgainsā and be on the same level as me who actively plays for five hours a day simply because of timers. Thatās the negative to UE or skill points per day systems.
But on the other side of the token, I also donāt want it so that Joe Unemployed player can just sit there shooting cans for 8 hours a day while Iām at work and be an expert marksman in two real life days.
Combat is a delicate balance and it needs to be done right, because if itās too random, it makes it unwieldly, if itās too easy, then everyone is fucking Rambo in a few days.
But I guess to summarize:
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I think there should be distance in effect in rooms, places that are inaccessable but in the same room, think Guard Towers that you need to climb a ladder to get to, so you canāt stab the guy in the guard tower, but could shoot him.
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Projectile weapons should VASTLY be more powerful than melee weapons, melee weapons more powerful than hand to hand.
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Iād say it should be a timered system, but not overly timered, not like one gain per hour but also not just fire your gun 100 times and you get a rank. This is the hard thing of the mix I feel. Because no matter how you design it, someone will figure out how to game the system, itās just the nature of the beast with combat players.