What's with the royal "we"?
Why are you bringing the other thread into this one? It's a separate thread for a reason.
I said before, and I will say it again, I am *not* talking about armies unless you consider a handful of men (~5) to be an army.
It really depends on the timescale of a turn. I believe from using 'ctrl+e' a turn is something like 1/3 of a minute, thus making each turn a series of blows in melee, and enough time to reload a bow. If you think of melee attacks as *a single strike*, it makes sense to use a static penalty per strike, but its not. Because it is a series of blows, one must calculate DV penalties beforehand, and it is more realistic to implement direction while doing this. If you were to take arrows into account, then you must calculate the amount of arrows headed for the player *before* any arrows are loosed, thus making implementing direction difficult.Yes, now I see your point there. If you were first attacked by an arrow and lost some DV, and then someone attacks you in melee, do you lose the DV? I'd say yes. ACTUALLY, multiple melee attacks per round are very likely to also take some of your DV away in the exact same manner, dont you think?
Adding level as well would be nice, but it really only makes a difference between unskilled, skilled, and very skilled in comparison with the player. The DV penalty is more about numbers, the skilled people are just more likely to strike a hit on their turn.But for these (at least for melee), I say that the base DV penalty gets modified by things like your level, their level, and such (but not by too many factors).
By what do you call this complicated? All you have to do is take the monster adjacent to the PC, calculate the optimum angle, and multiply by the number of monsters. Calculating the optimum angle is easy (if this implementation is inefficient being a brute-force approach), for every monster, find the amount of distance necessary to travel left and visit all the monsters and the amount of distance necessary to travel right and visit all the monsters. Save and return the best result.So all this 'surrounded thingy' system can work like this, you lose some DV per each attack, and the penalty is reset once you get a new turn; avoiding the complicated calculations of angles and flanks.
Also, very important, I suggest shields to use their DV INSTEAD of adding the damage stat to a shield!! If we add the damage, then shields will become a weapon like any other. Shield is a special weapon though. And what makes it so special? The fact that its damage IS calculated differently than from other weapons. I will repeat it again, damage would be derived from its DV (PLUS your shield skill bonus) because frankly, that's your shield Weaponskill.you also seem to ignore this:DV sounds like the wrong attribute to base it on. Consider Brass Bracers, or the unwieldy Crystal Tower Shield.
How much damage would you inflict with a shield anyways. You would be more likely to momentarily stun your opponent or push him/her of balance. Perhaps you should be sacrificing DV in return for a good chance of the target receiving a large -tohit bonus?