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fir
06-12-2015, 02:17 PM
This is really somewhat general, not adom specyfic, but maybe
may be some kind in interestment of roguielike specialists ;c
'
I was coding roguelikes (even 3 or 3 versions of one each one not finished) and some central part of it is something i call fighting equation this is some algorithm/procedure to code a cussesfull or
unsuccesfull hit and its results

Here in adom it is DV/PV i know roughly like it works, but i usually was thinking that it is maybe something that could be a bite extended or improved (doeas maybe someone have some idea on this?)

[from perspective of roguelike maker this is really crucial and extremally important part]

kuniqs
06-12-2015, 05:54 PM
The only problem I see in current combat system is DV inflation. +-4 DV is a big deal early, meaningless later.
99% of roguelike combat can be reduced to PC's %toHitSomeone and enemy's %toNotGettingHit. Subtract second from first and you have chance to hit. Everyone understands percentage systems.
(On the other hand, I really like to see setting my tactics to berserk gives me huge to-hit bonus, even through I don't know how much +%toHit it gives me)

fir
06-12-2015, 06:37 PM
I was personally tryin to build it on some physical model (but it is all the way like hard):

for eample imagine that 100 points is a skill to hit something like 1 meter
square, (where this 1 meter square may refer to skill of not get hit by opponent)
then multiply if you have 200 points it is ability to hit 1/2 meter square,
100 points would be ability to hit 1/2 meter square with a chance of 50%

Im not sure it this will "scale" okay and model things right - this should be
"checked mentally" and "provved mentally" that it will be right model
(and this is only beginning as then i extended it by inviting to areas
first is the area of whole body second smaller is an area unguarded by
armour) (and then i invited the idea of sharpness of the weapon, if weapon hit in the armour area its damage will be just buffered to some armour extent if more it will go through) if weapon hits in unarmoured part the damage will bi multiplied by the sharpness (which may be like 1x for hammers 2x for swords or axes, 5x for dangerous daggers etc) (on the other side hammers should just deal heavy raw damage where daggers dont)

this is i think a bit extended model compared to adoms one and i m not sure if better and why - also it is hard to tweak such things, but as I said it is crucial
(so regardless this is hard topic it maybe will be worth to reconsider this for
simple mind skill if someones interested and get some thoughts)

gr3ybird
06-14-2015, 11:37 AM
The part about hitting a one meter square, shouldn't anyone be able to do that? I mean, you would have to have some sort of standard condition other than just trying to hit that volume, like hitting a moving target that size, or whatever. I feel like accuracy in combat is more about whether you can hit something that's trying to dodge/block you than whether you can put the tip of your sword in x volume while it is stationary.

I think what really matters is whether the system 'feels' right rather than the details of the mechanics. I don't think it's possible to say just from this post whether the idea will work or not, you would just have to write some code and see if it gave you the results you wanted.

Mechanics are kind of weird. I too have been interested in realism and written some LOOONG functions trying to simulate combat. But at the end of the day all the player sees is hit/miss and damage. So I think that super detailed mechanics sort of end up being overlooked by the player, and a lot of times you can get pretty much the same feel with less complicated ones.

fir
06-14-2015, 01:46 PM
it should not only feel but simulate some things of player concern, ofc it should be extremally simple (and there is an error domain to do it not as simple as it should)
but also should be able to carry some simulation that will make fun of fighting

kuniqs
06-14-2015, 01:51 PM
Have you seen Dwarf Fortress? I think you'll like the combat system there.

fir
06-14-2015, 08:49 PM
well maybe.. though i got no time for that... playing in adom only brings a kind of spiritual clarity.. though someone adviced to me such games dlike DF or crawl or some new tome etc.. except adom i most value old elite game and tekken.. problem with other games is that they are usually shit that will leave you weaker then before play - adom is the opposite (regardless that it gameplay has some hours that are heavy as f**ck) ;C