# Combat overhaul An SS13 adventure. ## Summary We want players to feel like they don't need to worry about "gaming" the other party before they game them. This is a decleration of war against MIN/MAXING. People should be kept in the game for as long as practically possible. If you are a combat role, your gameplay experience should be split like this: 50% active combat. 30% incapaciated. 20% dead. Currently it sits at around: 30% active combat, 30% incapacitated, 40% dead. ## The problem Currently combat is very "arcade" like, in the fact you do not have much of a chance to survive an encounter if one side has a more powerful gun for example. This results in a very consistent arcade like combat situations, and doesn't leave much room for prolonged firefights or roleplay centric "wounded states". This method is great for a game that focuses on shorter playtimes and quick "respawns". (restarts for SS13) ## Solution By going by the 50, 30, 20 rule, we can enhance our overall combat experience by allowing for downtime and roleplay between fights. A person that is wounded is much more capable of roleplay than a person that is dead. ### Streamlined combat - Part A Combat should not be clunky, it should be straight forward and easy to understand. Combat should also be telegraphed more than it's actual effects. E.g. you should percieve fire around you(supression) without being directly hit. Combat should feel substantial without feeling substantial. This can be achieved by having guns feel more powerful than they actually are. - [ ] Clicking on tile(in combat mode) targets mob(see airlock targeting) - [ ] Add a grenade hotkey that deploys the next available grenade in your inventory to your hand and primes it, upon release, throws it. - [x] Tactical reloading can be done while moving. - [ ] Visual filter for tile close bullets that pass your mob. (Blurriness) - [x] Enhanced impact sounds. - [x] We want to get away from slip combat. Rather than it being a reliant tool to winning a fight, it should be something that happens rarely that can help turn the tide on rare occasions. Having it be rare makes it more humorous and impactful when it happens. Furthermore, it's simply not fun to have a lone antagonist get caught, all because he slipped. Lastly, it's not very good for roleplay, often times taking away from the seriousness of a fight and creates an undesirable meta, especially since it encourages LRP behavior and also incentivizes whoever acts first. - [x] Stun combat will be a thing of the past. Target hand held items that can stun you in a few hits. Batons should not drop the user, only deal slight stamina damage. - [x] Remove shove combat(table, collide, wall, etc) - [x] Slipping no longer makes you drop what you are holding and does not paralyze you. Instead, shoving against a table and wall should only have a small percentage to knock someone over. The same is true for slipping. ### Combat endurance - Part B Focus on combat endurance and incapacitation over death. Ex: You should go down and be incapacitated, death should only occur when you are so injured it's justified. You should be able to hold out longer when in crit. There should also be a focus on medical work AFTER combat, the wounds you sustain should dampen your combat effectiveness but not incapaciate you (e.g. a broken leg means you walk slower). Death is not a fun part of the game, and you should not have to endure it unless someone really wants you to die by overfiring on your incapacitated body. (Workplace accidents excempt) Overall there should be more combat and incapacitation than death. - [x] Overall threshold to crit should be increased by a margin of at least 20%. - [x] Overall threshold to death from crit should be increased by a margin of at least 80%. - [x] Critical condition should be dependant on damage, you should be able to survive in crit for upto -200 HP. - [ ] Armor effectiveness should be emphasized(see upcoming armor overhaul from TG) - [ ] Bodypart damage should not contribute as much to your overall health status. - [ ] Bullets should embed(less instant damage, DOT) and also be able to pass clean through(more instant damage, no DOT) - [ ] Armor should degrade over time as it endures more and more damage, becoming less effective at stopping. This can be repaired however. ## Development notes This will be implemented in seperate PR's, instead of one big one. ### Currently implemented PR's: Impact soundening: https://github.com/Skyrat-SS13/Skyrat-tg/pull/11697