# flesh combat
the combat update.
note all values are example and not to be taken as serious balancing intent
Designed around adding intensity variety, threat and unpredictabiltiy to combat fleshcombat implements many new features that allow diffrent combat styles. gone are the days of fireaxe trumps all... depending on how you play and what your strenghts are each player may develop their unique set of prefered weapons and techniques
it also seeks to revamp the balance dynamics of weapons. IE instead of the fireaxe and cap's hardsuit being **THE META**
there exists many playstyles within fleshcombat. with many weapon groups and moves for players to utilize. some more difficult than others.
also includes valid playstyles for players who cannot take advantage of the fast paced new combat mechanics in fleshcombat. (inclusive but brutal. being laggy isnt an excuse to suck)
it also has minor analog ties in to fleshmed https://hackmd.io/-aZ6SvJBSoSsILRdqxzVcQ
but fleshmed is not needed for flesh combat. they just share armor mechanics
# the basics. combat
* attacking now attacks a tile and any entity inside said tile. pixelhunting isnt needed. this becomes important later
* attack delay, animation and cooldown... all atacks depending on weapon have a delay to hit and need a cooldown depending on the weapon... a knife can stab faster than a fireaxe can slash. but overall if you land all of your hits the fireaxe wins out... there's more neuance on how weapons affect combat that will be discussed at the weapons part
* players may now enter a combat mode... while one CAN fight outside combat mode one lies in severe disadvantage as they lack the options and benefits of combat mode... it primarily exists to make the combat hotkeys more easy to access and may represent a person being caught of guard
* in combat mode the player's direction is dependant on thier cursor position. helpfull when you want to orient yourself against the enemy so your blocking can work better but if you dont walk in the direction you look you move more slowly... so combat mode is not ideal if you wish to flee
* stagger damage is introduced... stagger damage is simular to stam damage being nonpermament however it heals vastly slower than stam damage... stagger damage builds up when stam damage depleates at a rate of 1/5. drugs. prefroming actions whilst your limbs's effitency is beyond its limit(more on that later) also inflicts stagger damage. stagger damage is a form of long term exaustion even a godlike player who can block and parry all damage cannot fight forever
* a large increase in visual and audio cues due to the increased combat variety to help players know what the fuck is going on
visual descriptors will be provided under most things with *italic text*
* *damage taken is visualized with a directional pain overlay simualr to the current circular pain overlay. its intensity representing the amount of damage taken in one hit... it fades afterwards
it is more textured and has a slightly higher range of color to stand out over the normal pain overlay. (if the target feels no pain due to a [certain med rework painkiller](https://hackmd.io/doDN3FPUR56ozy38Ms-Y9g) it does not display)*
stagger damage represent's an organism hard limits it cannot be healed in anyway outside by itself. it heats quite slowly taking minutes to get down to safe levels if developed high... ALL stam damage healing even one healed by drugs will transform into stagger damage. it is also developed by overexerting the body via >110% limb effitiency(details later). stagger resist heals more slowly when hungry and BARELY at all if starving. sagger also makes you hungry somewhat faster (for ipc's and ethereals they consume energy faster)
note all actions here outside of doding are enchanced or degraded by %the limb effitiency of the active armslot doing the action (more on limg effitency later)
**attacking -**
when you attack you preform a windup depending on the weapon's speed and then attack... your enemy may reacto on this if they can
*when attacking animation pulls back slowly during the attack windup and lunges foward simuar to current attacks*
**impact damage**
* impact damage is a seperate gauge of a rapidly depleating value that builds up when dealing damage with weapons... diffrent weapons have diffrent impact damage strenght... usually heavier weapons have more impact and the damage type also favors (blunt>slash>pierce>burn). impact builds when hitting the enemy its primary purpose impact damage converts to stam damage in the event damage got absorbed by armor even if not all. (for example 5 impact weapon that deals 10dmg vs 6 armor, 1stam armor and 1 impact armor... 6dmg is absorbed 5-1 is converted to 4-1 stamdmg and is sent to the target).
*impact has no visual or ui visuals*
* impact's secondary property nonblocked impact builds up onto the enemy target and inflicts conditions once it passes tresholds. such as stunning the target and even making them drop on the ground. hoever after a pause of 1s impact decays **RAPIDLY** in less than a second. paused if more is afflicted
* staggered - target looses the ability to attack for a short period of time
*visualized with small grey sparks over target's head*
* stunned - target cannot move or act for a short period of time
*visualized with small yellow sparks over target's head*
* displaced - target falls on the ground
**blocking -**
blocking is preformed to block an imcoming attack... its all about timing and the matchup of the weapons including offhand. blocking can be prefromed and held at any time so one can just hold the block while in tight space to always block **HOWEVER** such blocking would only operate at limited effitiency as the block isnt timed to the attack
the timing is dependant on the matchup of the two weapons's damage values against each other... the larger the despairity in either direction the larger or smaller the window of blocking and the parry window.
the closer to the parrysweetspot the greater the blocked damage.
For example passively blocking would keep the block at the weapon's minimum blocking effitiency as you havent done any timing.
and closer to the sweetspoot the larger the block% hit the sweetspot... you get parry
blocking deals stam damge to your arms
-*vizualized with a rough shield icon offset towards the user's looking direction*
-*blocking an attack is visualized with a blue spark and sound cue dependant on damage type. the effitiency of the block is vizualized by the strenght of the block sound and the size and visibility of the blue spark*
-*parrying is vizualised with a yellow spark and a distinctive parry sound*
* all weapons have a mimimum block effitiency. ie the protection you'd get if you just passively blocked with no timing
* weapons also have a blocking tier... a multiplier that defines how easy or hard blocking is it also expands the blocking window that works as is now... block nearly perfectly if you face the wrong direction you are still eating a hit... UNLESS YOU PARRY
* you can block being thrown reducing the damage and stun you take when you impact. but it depends on the force you were thrown with (depends on the effitiency of the person who threw you's arms and subsequently their damage value more on effitency later)
*note objets can only embed if the block effitency was less than 25%*
* you can block thrown items reducing the damage taken
**parrying/parry window -**
parrying is executed when you hit the perfect blocking window... a difficult task as this window is utterly tiny and muscle memory cannot help you as it varies depending on the weapon and damage type matchup (more on that later)
parrying is incredibly powerfull and may turn the tide of a battle. the traits of parrying depend on your intent... (intent also affects blocking to a lesser extend sometimes) intents also in general change how you fight slightly
you can parry projectiles the effect of that varies on your intent stance
you can even parry bullets and lasers but this is incredibly difficult... you better have a powerfull weapon to do so
**combat stances/intents -**
combat stances aka the intent you are on when fighting changes the effects of your blocks and parrying and some change how you fight
- help intent (deffencive stance) - in help intent you deal less damage but your block and parry windows are larger. parrying on help intent prevents your enemy from attacking with that hand for a several seconds. this is the intent you use if you wish to deffend yourself over killing. carefull due to your reduced damage when attacking in this stance you are easier to block and parry
* blocking and parrying is easier in this intent. and if sucsesfull the blocked item will harmlessly drop at your feet and the projectile will simply be absorbed
- disarm - in this intent blocking deals additional stamina damage to the active arm of your enemy... parrying with this intent deals great amount of stamdamage. possibly making them drop their weapon obviously you also shove with this intent using a secondary button... shoving acts as is. but it also inflicts slight amount of stam damage... it can be blocked and parried tho so be carefull.
* blocked and aprried thrown/projectiles will be reflected randomly in a 270deg arc
- grab intent - ontop of allowing you to grab your enemy with your secondary button. parrying with this intent prevents your enemy from moving for a brief second. grab them during this timeframe to isntantly agrograb them... however they can still fight you even grabbed
* blocking thrown item will grab it. but you'll still take damage if the block wasnt good enough. parrying also grabs the item. parried projectiles are reflected randomly in a 180deg arc
- harm intent (offencive stance) - you deal somewhat more damage this effect makes blocking and parrying you harder but you also have your own block and parry windows reduced... parrying with harm intent will instantly riposte dealing 50% of the damage of your active weapon to them
* blocking and parrying is harder BUT blocked objects deal their damage and if it was less than 50% of the total damage it would've dealt... its reflected back at the thrower carrying the remaining damage... if it didnt it drops at your feet parrying will reflect the projectile or thrown item back with 100% of its damage
*intents have no visual indication*
**dodging -**
obviously one form of doding is just moving away from an attack but since players tend to move slower in combat mode as you'd probably need to move sideways of backwards that's not always ideal... by using one's dodge buton a player will backstep. moving 1 tile back at great speed. there's also invinciblity frames involved if you dodge the exact moment the enemy attacks. by holding the dodge button and pressing a directional key you will instead dodge in that direction... this includes walls and objects. doding into a vaultable object you will instantly vault it... however at a great stamdamage cost... if you dodge into a solid object or person you'd smack it taking slight damage and some stam damage with heavy enough armor slaming into your enemy is a valid tactic as they'd take more stam and physical damage than you...
* whilst invincibility frames are in effect you automatically dodge all projectiles throwables or even attacks that occur on the tile you dodged towards but its extremely short time period
* players now have a bulk value... this value is the sum total of all armor clothing and items they carry. alongside being fat and either having the thick or thin boned traits armor and clothing being the most important with some gears having very poor bulk values such as riot gear and hazmat suits. the items in your arm slots also count as more than the items in your other slots... additionaly bulkier players slow you down more when you drag them. counteracted by limb effitiency
the sum total of the player's gear bulk, held item size and, all inventry item size(at 10% compared to held item) is compared to the player's avarage effitency of their legs
* as gear bulk increases the player's dodges have less invincibility frames, take more stam damage to dodge and are slower overal... to the point of no invincilbilty frames and rather low dodge speed... HOWEVER... higher bulk deals more damage to objects and entites hit when dodging into them. high bulk players might not be able to use dodge as a deffencive tool but may use it as an offencive tool.. especially if they have armor that greatly reduces or totaly invalidates the damage of the dodge
*invinciblity frames are visualized as the sprite lowers a bit and goes slightly transparent... doding overal is pretty obvious due to its fast movement nature but afterimages could be added for style*
**throwing**
* throwing objects's power is determined by a player's arm effitnecy and the damage of the item. the arm effitency also determines the distance that the item can be thrown relative to the item's size
* throwing players compares the target's total bulk to the avarage effitency of both arms. usually hefty players with a lot of bulk wont fly far but they'd slam with great force unless you have some sort of superhuman arm effitency(strenght)
**dual wielding**
at any time players may enable dual wield when attacking their active arm will alternate allowing them to attack faster HOWEVER every alternation deals tiny amount of stam damage... can be used with hands alone so you punch more to
*small dual wield icon appears over the dual wielder for a short period then fades... if you got any other ideas on how to visualize this without drawing 1000 dual wield sprites for each item be my guest*
**twohanding**
a secondary button. next to dual wielding a player can two hand an item. grabbing it with both hands... some weapons need this to be used effectively
(note the action using a weapon inhand to twohand it has been replaced by the action to switch the weapon's attack mode)
now their limb effitency calculation takes into account both hands for that one weapon... the weapon gains a boost to its damage. thusly the item is harder to disarm
**unarmed**
unarmed combat isnt exactly a doomed situation but it is by far the hardest form of combat a great risk reward. using your fists has terrible minimum blocking of 10% so you really need to time your blocks and parries perfectly... however unarmed has a much larger parry window within the smaller block window. and since parries are very powerfull barehanded combat is high risk high reward against weapons and exells in comboing your enemies wtih the intent traits (note you cannot parry a projectile with your bare hands)... note barefisting against a heavy weapon will still be a daunting task but you would have a better parry window than if you had a knife
**new actions actions**
more additions to curbstomping and tableslaming gang
* slaming - whilst agrograbbing your target drag their sprite towards object or entity or the floor
*slaming a target windup is vizualized as the person about to be slamed moves away from the object. then they move rapidly towards the object and slam... bonus points for a slam visual effect and particle dust from the slam*
* solid object/entity/wall - slams the target at it dealing a throw equivlent damage to the object and the target but deals additional stam damage
* floor - heavy floor slaming the target takes some damage and is proned but you loose the agro grab unless you were at tier3 grab
* headslam - slam aiming at head. target takes damage to head and becomes dazed and gains confusion movement penaulty for a while
*vizualzed by the target being tilter 60 or so degrees and returning upright rapidly*
* chest slam - the basic slam deals damage and some stagger damage to all bodyparts
*vizualized by wiggling slightly after the slam*
* limb slam. concentrates damage and stagger damage to certain limb... that's one way to disarm them
*vizualized by wiggling slightly after the slam*
* choking - restrain must be at least tier 3. aim head. target will loose the ability to speak and breathe
*person being choked jiggles up and down sligtly*
* restraining - a new tier of grab as you become a pair of living handcuffs by grabbing your target tightly... both you and your target loose the ability to use your limbs you have the move advantage against them and can very slowly move them however they can eventually escape. a nonlethal way to restrain a tough oponent
*vizualized as the target faces away from the garber very very close to them*
* cufflocking - whilst holding a cuffed person you can cufflock them to any object or entity. they are now stuck to it (just dont accidentally cuff them to something they can move like... a crate). you may even cuff them to other people forcefully dragging them wherever they go **HOWEVER** the cuffed person does gain 1 hand back. they must remove their cuffs break the object or loose that limb. when cuffed to movable objects they'd have the speed penaulty of dragging that object
*draw a chainline between the target and the object they are stuck to*
* weapon disarming - must be tier 2+. use disarm intent on grabbed target's armed arm. deals moderate stam damage on target and disables both from dealing damage for some time... stamdmg doesnt decay for short some time. repeat till disarmed. but beware sucsesfull blocks
*both targets wiggle violently for a short period of time durring the no attack period*
* TEAR - while argo holding your target. aim at a given bodypart with harm intent... if damage per hit of your active hand/weapon => the hp of the limb. TEAR IT OFF. target attempting to block blocks against the full damage of 1 hit attack
* tearing with barehands adds 25% bonus. meaning you only need to equal 75% of target's limb hp with your hand... and when they block they are blocking against your hand damge +25%
*user wiggles violenty as their target recieves bloodspill particles and their limb is torn off *
**feinting** - razzle dazzle your perfectly parrying oponent
blocking before the windup of your attack has finished you will block instead. light weapons do this nearly instantly but heavier ones have small delay proportional to their size. usefull if you just realized you should've blocked instead of attacking but even more usefull when seeking to throw your oponent off especially if they got used to your rythm. like all other moves it inflicts a tiny bit of stam damage
*the attack windup is cancled and the sprite returns to default position dependant on how fast the weapon can feint. alongside a quick bright spark over the feinter*
**heavy attacks and comboing** - *as per pigeon's request* to go crazy
* holding your mouse click past the attack's windup time will begin to charge an attack. making it deal more damage. at double the attack's windup time the attack will fully charge and things get interesting
*heavy attacks are represented with a more slow windup and the attack only executing after the player releases the button... this one's obvious*
*note even tho 3/4 heavy attacks say they deal less damage that means less compared to the full damage of the lethal strike*
* releasing charged attacks have special properties depending on the intent
* help - remote strike- charging up is faster on help intent. like all attacks on help intent it deals less damage but its harder to block/parry. the attack can hit a target 2 tiles away simular to spear weapons... usefull as a safer heavy attack
*long attacks such as this are visualized with a sharp stabby effect over 2 tiles*
* disarm - crippling strike- deals less damage than other heavy attacks but it inflicts a sizable amount of stam damage. good for quickly disarming or disabling your target
*upon the sucsessfull hit the target will wiggle for a short period of time*
* grab - strike grab- deals less damage and gains 30 base grab strenght onto target (actuall value varies on bulk and arm strenght as per normal grab mechanics)
*standard grab visuals after the hit*
* harm - lethal strike- deals full heavy damage and a speical property depending of the damage type of the weapon. heavy attacks take even more time to windup. and if a part of a combo they are slower to strike... this is a combo finisher and cannot be comboed further
* blunt - deals triple imact daamge this would be enough to send light targets flying to the floor
*uses the heavy hit visual effect*
* slash - slashes a 1x3 area like sythe weapons... using this ability on sythe weapon preforms a 5x5 slash around you guarantees heavy bleeding
*all swipe attacks use white swipe visual effect*
* pierce - if aimed at any bodypart with organs it will damage one organ that isnt the brain (due to skull) damage is proprotional to weapon's overal damage
*large blood damage overlay simualr to getting shot alongside a viceral sound*
* burn - sets the target on fire... fire duration based on weapon damage
*self explanatory... you catch fire*
* comboing. after a charged attack is executed there's a short window where the character remains drawn foward. attacking within this window will quicly execute another heavy attack as if it was normal. up to 3 moves can be chained into a combo using a harm move instantly ends it
while heavy attacking and comboing one is more vulnerable to the effects of impact damage so taking damage can more easily stagger you ending your combo
getting parried instantly ends your combo. getting tier 2 grabbed ends your combo and interupts your heavy attack
(you are unable to heavy attack while grabbed)
when shoved. if the shove bypasses a treshold that will also interupt your heavy attack. bulk will obviously help you in that matter
**EXPLOSIONS!!**
explosions cannot be parried or dodged.
the only way to actively deffend yourself form them is to use blocking HOWEVER. when blocking an explosion only the minimum block value of the tool used matters. so one cannot time an explosion away.
in addition if the minimum block value is less than 50% it is compleately disregarded. only stronger blocking tools can help you against an explosion
# grabing changes with a side of shoving
**grabbing**
as is grabbing is servicable but can be a bit arbitrary and random.
grabbing is now an act of increasing your grab strenght value whilst dealing with still being in active combat with your oponent who will seek to resist your grabs
-*grabbing is vizualized in 2 parts... each grabb action. that's vizualized with a small effect icon moving from the grabé to the grabber*
-*and a visual effect that represents the tier of grab rising or lowering. with a sprite for each tier playing in foward or reverse to represent the increase of a grab tier or the decrease*
when grabbing a person you gain a grab value against them (20 as base) depending on your advantage/disadvantage against them this value can be higher or lower.
the advantage is determined by... comparing arm effitiencies between the two, comparing the bulk between the two... and blocking can resist some of the grab value
upon grabbing the two of you will be locked together depending on the grab tier
* tier 1 - (1-30). both you and your target can freely move around each other but they cant move away from you (yes they can still dodge you even when grabbed but have a speed disadvantage both in dodge and normal moving)
* tier 2 - (31-50) same as above but your target is more heavily disadvantaged in dodging and moving. you can also now forcefully move them and preform actions against them. you now move more slowly dragging them
* the target gains a slight damage penaulty as they cant hit you effectively. (target's parries no longer allow them to execute their parry's intent action but they stll block your grab at no stamcost)
* tier 3 - (51-70) target is fully restrained cannot move you move more slowly dragging them (they are no longer forced prone but you can slam them on the ground to make them prone)
* the damage penaulty is stronger and applies most strongly on twohanded weapons that loose the twohanded advantage now... however you to have a slight damage penaulty to you now
* tier 4 - (71-100max) you are locked on target neither you nor the target can attack or use your arms. you can slowly move. and you can force the target to move to a tile or preform an action on them
**the nerfs and risks of grabbing**
* grabbing now takes a tiny bit of time to be preformed your target can dodge or parry it
* stun grabbing isnt a thing anymore grabbing your target only limits their mobility and allows you to prerform moves on them they can still attack you and try to escape
* grabbing can be parried and if you have a large disadvantage quite easily to
* as your limb's effitiency and limbs's health is taken into acount twice... injured limbs are very dangerous when being grabed and a large disadvantage when grabbing
* being injured, having no armor and or heavy weapons gives you less grab advantage and against a person who's got more of those it would even be ill advised
**the benefits and usefulnesses of garbbing**
* having heavy armor and large weapons givs you a grabbing advantage against others making it prefrable and quite easy to outgrab their resistance attempts
* grabbing a exausted or badly injured oponent is easier allwoing you to nonlethaly restrain them at the end or get em easy to kill... mind their weapons
* injuring your oponent's limbs would grant a great advantage on grabbing
* grabbing a dodge freak would be a quick way to shut them down
* heavier grabs open powerfull options
**the grab fight**
when locked in a grab fight there's 3 things to keep in mind your health, your stam/strain damage and the grab value
when grabbed both parties can still block parry and at lower tiers even dodge to a limited extent and usually the grabbed has the more options in terms of getting free and keeping the grab value low. it is a balancing game of attacking blocking doding and shoving. protecting from attacks keeping your stasmina high and degrading or reinforcing the grab
* when grabbed both parties take stam damage for all actions they do. and actions that alrady costed stamdamage now eat even more (dual slicing your grabber is a quick way to exaust yourself so make it count or dont try it)
* blocking subsequent grabs would prevent the grab rising depending on how well you block but it can exaust you so be mindfull.
* hitting the other will reduce the grab strenght slightly 30% of damage dealt (both parties)
* be mindfull of your stam/strain and health. as it lowers you loose advantage in the grab fight.
* when the grabbed attempts to move/dodge in a direction that's away from the grabber (or in tier 3 any direction) depending on thier leg effitiency they will reduce the grab strenght (10 default) this action has 1 second cooldown (this will have an animation of the grabé moving in the direction a bit and then snapping back)
* resisting is the safest way to attempt and break free reducing the level by (20 default) +- the grab advantage/disadvantage however you will be stunned for half a second. has cooldown of 1 second
* shoving as the grabbed will push the graber back and drag the grabbed with them reducing grab strenght depends on relative bulk of the two. not very usefull if the grabber has high bulk compared to you but if against a wall or table it will provide greater help its also the grabé's only way to force the graber to move
* the grabé may resist a move being preformed against them (table'd, thrown ect) by attempting to block when that happens (all those moves have a slight delay and anomation) however in most cases the block windows are exponentially harder the higer the tier
**shoving**
shoving deals small amounts of stam damage it depends on the shove power... that's taken from your bulk, health and arm effitency and is compared to the shove resist that's taken from bulk,health leg efftiency... shoving against walls and tables can fail to do the stun if their shove resist is much greater. but it will still deal more stamdamage (high bulk can save you from getting instantly stunned). however the higher the bulk the slower the shove animation is (its still fast) shoving can be blocked and parried as all others but the penaulty for getting blocked and parried is lower. shoving a downed target deals more stam damage but it does NOT stun them
shoving like any other attack is done by clicking a tile... you can now shove anything that isnt nailed down. shoving large objects/entites onto people acts as if you shoved them... -25% shove power so no you cant shove a line of 254 people
shoving someone with much greater stun resist will compleately fail to even move them and deal tiny amount of stam damage
shoving someone with lower to much lower stun resist can shove them more than 1 tile or even throw them on the floor
shove reist is halved if you are prone
shove resist is increased if you are in some form stuck to the floor (like magboots) or sitting
# weapons
not all weapons are created equal. but diffrent weapons exell at diffrent things... the fireaxe is not always the best for everyone
all weapons have an attack type. those are as follows
*damage types are represented via the sound emitted when hitting. there are also variants for blocked damage for a grand total of 8*
* blunt - dealing brute damage its good at armor penetration. blunt main weapons are always blunt and cannt change mode
* slash - slash causes bleeding and deals good damage but has poor armor penetration.
* pierce - deal lower base damage but have stellar armor penetration and may deal organ damage.
* burn - deals burndamage. its harder to block having a ~50% block comparsion advantage
weapons may have multiple stances and may be switched... but the nonmain stances are usually weaker (hilt bashing ect)
*IN GENERAL but there may be exeptions*
* blunt cannot switch stances
* slash can switch to blunt for only 40% damage or pierce for 60% damage
* pierce can switch to blunt for 50% damge
* burn cannot switch under any circumstance for obvious reasons
a known exeption exists as the meatclever that cannot pierce despite being slash weapon
attack types have a rock paper sisor dynamic when it comes to blocking advantage calculation
* blunt gains an advantage against slash
* slash gains an advantage against pierce
* pierce gains an advantage against blunt
* burn naturally has an advantage against all
**weapon attack speeds and movement in a fight**
depending on the weapon's itemsize - item switfness special property. the item will attack more slowly.
in addition whilst attacking you will also be slowed down whist wielding medium sized items
And compleately imobbile whist swinging large weapons
the weapon's bulk and size avarage to create the impact. the imact of a weapon deals stagger damage to the. all armors's total block value is avaraged and reduced by 50% to get the armor's impact armor
this system mainly helps heavy weapons and is used by both light and heavy weapons to fight against god tier armor and slowly tire out targets in said armor
**weapon range**
some large weapons have larger weapon ranges for example a spear can attack 2 tiles away
And whips an attack at 3
**new weapons and weapon types**
* **fist weapons** - varius fist attachments from a makeshift fist weight to knuckles. theese weapons exist to enchance user's fist damage whilst keeping the heavy parry focused fighting style of fists... they however have the lowest damage of all weapons only barely boosting your damage
* **whip weaons** - previously the whip was an item that deals no damage but can be used to disarm and knock players... a whip is a hefty thedder or a sharp implement on a thedder/chain
whip weapons can only deal slash damage thusly they struggle against armor... they have range of 3 tiles whip weapons posses the unique ability of acting as extended limbs. allowing you to pull items grab people from a distance of 3 tiles... they cannot move past 3 tiles away form you powerfull yes however whip weapons CANNOT BLOCK NOR PARRY
* **elongated flails** - a weight a very long string or chain. basically whip's blunt damage brother it only posseses the whip's 3 tile radius it cannot be used the way whips act. it also cannot block or parry but it posseses the weight to do the act of a bola without being thrown. simply aim at your target's feet and land a hit to slow them greatly. acts like normal bola exept its still in your arm... hit them again to drop them on the ground altough in both stages of this move the weapon is useless and cannot attack... use in hand to release them... in addition they are theddered to you and cannot leave the 3 tile radius around you but can easily resist to break free
* **expanded spearklies** - twohanded sharp long range weapon with good block and parry potential would be on the heavyset. they can hit two tiles rather than 1
* **stafflikes** - twohanded long stick of whatnot material. exells at deffensive block and parry combat but lacks damage and tend to be large items (example... broom)
* **shields** - new shields to be had. shields lie in 2 categories... small and large. small shields prvide minor boosts to block and parry and have a lower minimum block so you'd need to time them better.
large shields are terribly bulky and ruin your parry window. but on the brigh side they provide solid protection with a large block window and a high minimum block allowing passive blocking and easy blocking alongside blocking self damage from dodge slaming.
* **swords** - mighty is the blade swords are high tier weapons. sword weapons are basically long knifes with a handguard. good parry and block. stab and slash damage options and even hilt bashes for blunt.
2 versions exist
* great swords - that deal heavy damage and have good blocking at the cost of poorer parrying, speed and require twohanding them
* shortswords - that work onehanded have good block and parrying. with ok damage
* **sythes and sythe likes** - a wepaon with a angled long blade or pick. such as pickaxes mantisblades and... sythes. powerfull weapons that sweep when attacking.
with slash and or pierce...
sythe weapons possess the special ability to switch their attack mode between stripe and sweep. in stirke mode the sythe operates like all other weapons but in sweep mode. when the weapon attacks a tile. the two tiles next to it (within a chess king grid arrangement around the attacker) will also be attacked. altough the attack is somewhat weaker than strike mode...
sythes are powerfull when dealing with multiple and or agile targets as you can attack more tiles per hit limiting your enemy's evasive actions.
most sythes are heavy and powerfull at the cost of being slower and requiring two arms but there are smaller variants for example the pickaxe.
spears have a lower than avarage blocking but slightly higher than avarage parrying windows
**shields**
as long as you have a shield in your inactive hand it will passively provide a block boost greatly improving your block window but it gives no benefits to the parrying window. nonsmall shields also negate the damage of dodging into an entity or structure basically allowing you to bash without the need of heavy armor... hell combat shields with sharp bits would allow you to deal decent damage without the need of heafty armor
**everyday tools as weapons**
in order to ensure that players who dont "powergame" and make the weapon of their combat choice every shift so they arent terribly exposed if a fight comes to them... the various generic tools and implements of the station will fill the lower strata of the various weapon categories.
for example
* some light tier weapons can be "screwdrivers, pens, wirecutters, iron rods, flashlights,glass sards, broken light tubes, glass bottles, arrows"
* some balanced tier items could be (wrenches,crowbars airtanks,large flashlights,guns used in melee, a briefcase(unwieldy), light tubes(single use))
* some heavy tier items (toolboxes,fire extinguishers, sonicjackhammers, potted plants)
* the mop as a staff type weapon
* chairs and stools as makeshift shields (altough cumbersome)
**ranged weaons**
as per a big request on some bee developers ranged weapons have a major disadvantage in melee range.
the melee disadvantage - if a ranged user is grabbed OR was hit recently by a melee attack they gain the "disarmed" trait for a short time... when they shoot they will have a massive accuracy nerf and their projectiles cannot hit entities the first 2 tiles... this is a representation of melee users shoving the weapon to the side... if a gunner wishes to recover they must either flee to a safe distance and recover or sucsesfully block with their gun or melee weapon of choice until the effect expires.
a ranged user can still shoot a melee user at point blank if the melee user hasnt applied this effect
-to prevent ranged users of cheesing this system by just constantly running and shooting away
* shooting and running has a MINOR accuracy nerf. not much on its own
* shooting outside combat mode automatically applies the disarmed effect for every shot. thusly you cant run away whilst shooting effectively as you cant backpeddle nearly as fast in combat mode nor can you shoot behind your back in combat mode
due to this severe nerfing weapons ough to now deal more damage to be usefull as doding them is easier and they are useless in melee
**general rebalancing**
heavy weapons are now slower... and they also deal some stagger damage when they hit and greatly slow you or even freeze you when attacking... they should deal a bit more damage in order to make sure the net DPS isnt lower than just rapidly shiving someone as they are a higher risk offencive weapon type
# LIMB EFFITENCY
this particalr concept ties with fleshmed superficialy but again fleshmed is not needed for its existance
limb effitnecy is an abstraction of the total power of that limb 100% by default. it usually goes down when the limb is damaged either by real damage or by stam/strain damage
limb effitency above 100% is considered superior and at certain tresholds may provide special boons but there IS a price to pay
*arm effitiency is vizualed by a colored band around the armslot going from blue to yellow to red at 0 the arm is disabled. leg effitiency isnt visualized. but you sure feel it as you move more slowly and doging is weaker*
arm effitency obviously enchances all actions outside of doding... but it also determines all action's speed on day to day basis
* due to the way blocking calculations would be made limb effitency also affects blocking and parry windows
* !each 20% bellow 100% reduce the max item size you can pickup by 1
* each 5% to arm effitency increases the damage dealt of that limb by 1 applies to thrown items/entites to
* each 5% to arm effitiency increases the range of thrown items allowing heavier items to be thrown further
* each 5% to arm effitency increases all action speed by -0.2s
* arm efftiency at 120% the user gains the ability to pick up huge objects and entities with two hands and speed reduction. when thrown those objects deal hefty damage
* arm effitency at >=150% the user may force nonbolted open with their bare hands
* arm effitency at 170% the user may wield two handed weapons with 1 hand without penaulties
* arm effitency at 200% allows instant agrograbs altough this is extremely difficult to achieve
leg effitency determines the speed of recovering from being prone,vaulting and general movespeed (unlike armspeed i dont have any solid numbers)
* due to the way the player bulk value is calculated leg effitency determines how well you can dodge compared to the gear you carry
* leg efftiency at 150% grants the special jump ability. allowing players to valut great distances. its not on a cooldown but it deals stamdamage
**the terrible price for augmented limb effitency**
all *normal* limbs have a safe limb effitency threshold 125% once exeeded every time an action is preformed the limb will build up stam damage relative to the amount exeeded. and if it exeeds GREATLY it will even deal proper bruise damage to the limb... as the strenght exerted tears the limb itself
(in fleshmed this topic is greatly expanded with multitude of flesh,bone types, prostetics and implants that determine the minimum and base limb effitency)
limb effitiency is usually augmented via ingesting chemicals exotic high quality limb replacments or hulk and theoretical new tot items
the avarage peak(nondegraded by injury or exaustion) limb effitiency of the organism determines their hunger/energy consumption rate.
being hungry reduces limb effitiency by 5%
starving reduces limb effitiency by 20%
# ARMOR
armor now provides ABSOLUTE armor...
armor values now reduce a flat number rather than some value. meaning that low tier weapons against high tier armors can be rather useless... but fret not... there's more to this that ensures one cant just tank everything
* blunt and pierce armor penetration - blunt and pierce as we spoken before have a degree of armor penetration... this means that they ignore a certain armor value. this is dependant on the weapon's damage...
* blunt penetrates 40%
* pierce penetrates 60%
* slash penetrates 0%
*when taking damage the sound of damage and the sound of blocked damge are mixed. with their volumes representing how much went trough and how much got blocked... this also applies for blocked damage with blocking*
so for example a knife pierce stab of 10 against an armor of 10 would ignore (10*0.6 = 6) reducing the armor value by 6 to 4 and dealing thusly 6 damage...
however that is still a flat system and an armor of 16 would still be 10 even with the armor penetration being fully blocked
impact damage comes to the rescue... all armors have a vastly weaker imact armor usually the avarage of all armor -80%. even if a weapon fails to deliver damage the strain of the impact will tire out the enemy eventually with strain damage
all weapons have impact damage. its uasually a mix of damage. weapon weight class and damage type (blunt>slash>pierce>burn)
heavy armor also makes people harder to dodge and increases their stam damage from doding
# stats & effects and misc
**negative stats**
bleeding - as is bleeding is nigh useless in combat as unless dragged on the floor bloodloss is immencely slow.
* when bleeding preforing combat actions incurs stam damage... the value depends on the amount of bleeding and its a very slow flat rampup
* being hit while bleeding causes a small blood spirt depending on how much one bleeds. and coats your enemies's hands with blood
being on FIRE - when attacking someone you give a tiny amount of your fire value on them fire also stops bleeding (side note... nightmares should extinguish themselves and others by hitting them with the armblade...)
**combat vs beasts of nature and special abilities**
aka fighting simple mobs and other noncarbons
* simple mobs cannot be parried - duh
and they have a strong advantage against blocking
special abilities may be parriable on a per ability basis. for example gust of wind and tailsweep should only be parriable and be tough to do so at that
same applies to carbon abilites like changeling's tendril, whips and fails ect
**the martial arts**
Karate - boosts block window and slightly boosts parry window. it costs 1 extra TC(5) due to this buff now
martial arts - projectile parrying is no longer automatic. **greatly** boosts block window and **modestly** boosts parry window and allows parrying projectiles with barehands. while the ranged blocking aspect of this martial art is nerfed the melee combat aspect is greatly buffed due to the strong block and parry advantage... tc cost change is up for debate
CQC - same as karate. no tc cost change
**preventing cheese and exploits**
* exiting combat mode has a second of slowness to the player to prevent players using combatmode exist as a discount free dodge (since outside of it you can run in any direction quickly)
**4 new traits**
* costly positive girthy - your bulk is naturally higher. you are harder to shove, have a natural advantage in grabs deal more damage when slaming. however you are slower and your dodges have less invinciblity frames and are slower in general. lastly you have a very minor natural bruise armor value
* rewarding negative skinny - your bulk is naturally lower you are easier to shove, have a natural disadvantage in grabs, and shovign and do weaker slams. you take slightly more brute damage +10%
however you are slightly faster than anyone else and have superior dodges
* very expensive positive - strong - you have trained and are stronger than others your base limb effitency is 125% however you build up more stagger damage when healing stam damage (aquiring limb effitency stimulants will hurt your limbs as they exeede the safe treshold of your limbs)
* 120% is the treshold at witch you can pick up huge objects like crates and hurl them as long as your limbs are healthy
* you deal 5 extra damage
* you have stronger shoves and grabs
* very rewarding negative - weak - you are quite weak and a bit out of shape. you are weaker than others 80% base limb effitiency you at least recover stagger damage faster than others
* 85% is the level at witch you cannot pick up large objects deal 4damage less and have a nontrivial slowdown and itemuse speed
* you have weaker shoves and grabs
**new&updated syndicate items** (some overlap with fleshmed additions)
* exoframe implanter 18tc - replaces limbs with protetically augmented ones both for humanoids and IPC's... adding 50% limb effitiency and 40% limb effitiency safe limit
* *syndicate tier melee weapons for each category*
* small,mediul,large - blunt
* small,medium,large - slash/pierce
* small,large shield
* gauntlet/fist
* at least 1 sythe
* flails&whips
* stafflike & spearlike
* sleeping carp no longer autoparries projectiles. however the parry window for projectiles and thrown items is extremely forgiving even with bare hands
* new special ability for all martial arts
* boundary of death - special button ability. when toggled if user's limb effitiency is bellow their base value. rise it back to base value. the more you needed to rise it the more stamdamage the character builds up overtime until disabled. ability auto disables if character hits max stamdamage and falls over.
ability does NOT rise limb effitiency safe treshold. expect even harder torn limbs when using ability...
*a risky gamble for 1 final push if badly injured **or** a boost of strenght when somewhat weakened. in both cases one borrow's their future energy for the here and now. you better find a safe spot to recover the consequences*
* new martial art - 12tc - advanced weapon training
* passive - all block and parry windows with weapons slightly increased
* passive - increases heavy attack combo limit from 3 to 5
* passive - when switching the damage type of a multi type weapon it will deal full damage
* passive combat dodging - when dodging you can now queue any move. attack/grab/shove/block. the move's damage/grab strenght/shove strenght/block window slightly increased *move used deals slightly more stam damage*
* charge - dodge>harm(click any tile/entity that isnt next to you) -
* the tile you click on with the harm you will charge towards. you can queue up any move simular to combat dodging its value is moderately increased. the move used deals moderately more stam damage. the move will be executed onto the tile you face
* if you clicked onto an entity you will charge to a tile next to them. and any queued move will attempt to hit them.
* while charging you cannot move or chancel the charge. you are effectively on rails
* the charge cannot be cancled as hitting block will queue blocking
* the move deals double the stam of a dodge
*new nukies support "item"*
* military grade "TERMINAT0R" IPC android - 70tc
a high end machine designed for war and mass destruction the TERMINAT0R IPC android is a spaceproof possesing of heavy duty armored shell killing machine wielding 200% limb effitiency and naturally high bulk it can casually overpower even xenomorphs whilst moving twice as fast as any human. the TERMINAT0R IPC android is a unrivaled shocktroop unmatched by anything short of a mech

# IN GENERAL
* small weapons would be preferable for players who arent very good at hitting their target so they can attack faster and move more
* heavy weapons are preferable by players who have good aim and can always land their strong hits as they take more time to recover from a hit and are in general slower to hit...
* slashing attacks are better against unarmored targets
* piercing attacks are ideal against an armored target... or if you want to shish kebab their organs
* blunt attacks are avarage on both
* strong armors and heavy weaons would put you into a situation where doding is less effective as a deffencive tool but more as a ramming manouver... shields as well... allowing for ramming playstyle
* all stam damage converts overtime into stagger damage.. a more intense form of stamdamage that goes away more slowly at a rate of 1/5... this is the equivlent to a stamina system... it can also be incured by drugs and overexerting your limbs. it may be used to knock out a target that would otherwise is invincible with armor as stagger damage has the best penetration of all
* and lastly and most importantly as attacking limbs is now WAY more valuable limb damage should only account 0.5 to the total damage till crit of a character as attacking the chest is no longer worth it (why deal 6 hits on chest when 6 hits on arms do the same but ALSO lower their combat effitiency)