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# Easy's Combat (**Depricated**) (Most of the things I said in this are wrong)
## Abstract
E2S combat seeks to reinvent how unarmed combat functions and send ripples throughout all forms of combat.
Numbers are placeholders and subject to change.
## But Why?
### What was wrong with the old unarmed combat system?
Nothing really. Pretty balanced. Somewhat one-dimensional.
#### Itseasytosee's list of minor unarmed combat grevinces
- single victory condition
- if you are going non-leathal its endless shoving match with no victory states unless there is a table around
- tabling is lame
- lack of options
- useless, why punch at all if you can pick up a metal rod off the floor
- disarming is kinda dumb
- I'm tired of it
- should feel and look cooler than a bunch of idiots running around punching and pushing eachother
- lack of consequence for acting stupid / and or being bad
- none of the parts of it seem to line up or synergize
- The above is true exept for tabling which sucks and is a simple formula to folow
- trying to use grabs to ANY effect other than tabling is worthless
- You can't punish somone for making a mistake like you can in other forms of combat. (See: "I throw the grenade back at him", or "I slip them and steal the baton")
- knockdowns are pretty pointless
### Then why should we put a new one in?
Put simply, because its more fun. It adds more depth to the game, and not just in the form of combat. It is also open to further expantion! The systems put in place here seem like they could be expanded upon endlessly.
### Isn't this going to cause a lot of bugs and issues?
Yes. This implementation will very likely take some time to iron out the kinks, but I plan to playtest extensively and fix as many issues as possible before it’s shipped. Even then there will probably be some bugs and grievances, but that is true of every big change. Balance is also of great concern.
### Goals
- Increase the skill ceiling in combat
- Give combat depth and variation
- Make combat more interesting
- Give more options for mechanics to buff or debuff a player in a meaningful way
### Non-Goals
- Make unarmed combat stupid effective
- Allow very long "perma stuns" to exist
- Depreciate martial arts
- Depreciate stam based weapons
- Create a state of hopelessness in a player while they are being beaten to hell
- Make waiting for stamina to regen ungodly annoying
- Allow people to turn themselves into stam-immune super soldiers with drugs
## New Systems
### Stamina
One of the most important changes is that stamina will regenerate passively over time. The rate at which stamina regenerates can be buffed through things like drugs, being well-fed, etc. You also could get a lump sum of stamina as the result of taking a wound or something to that effect. Your stamina regeneration might be stunted by things like being drunk, having status effects like drowsiness, being knocked down, or being grappled. Of course, many things will likely have to change to accommodate this new system. Stamina-based weapons may have to be tweaked. (note: add additional issues)
#### Stamina Crit
When you enter stamcrit by going over 100 stamina damage you will take an additional amount of stamina damage, and you will be paralyzed until you regain half your stamina. Stamina regens faster while you are in stamcrit, and you will have resistance to further stamina damage.
#### Stamina Slowdown
The amount that stamina damage slows you down is overall reduced.
### Strength
Stamina ties into the next combat concept of strength (name pending)(maybe call it tenacity?). Every carbon has a strength score that determines how much effort its body can exert. This score can be used to determine all kinds of things. How much stamina damage you can inflict with a punch, how good you are at arm wrestling (if shaps ever finishes it), how easy it is to break out of a grab, or how easy it is to grab someone, how quickly you can break out of restraints. Your strength is affected by the amount of stamina you have, stimulants, being just the right level of drunkenness, being a hulk, having a perk, etc. There are so many new and existing interactions in the game that could rely on your strength score. Strength is a determining factor in how effective you are in unarmed combat Dead people have 0 strength.
### Unarmed combat
#### Harm
Every bare-fisted punch you throw has a stamina cost (5). Your bare fists do damage based on your strength. In addition, the amount of stamina damage done by your punches is based on how injured your target is. This would allow you to beat an injured person into non-lethal submission, as well as lower their strength to soften them up for a grab. Strength will also determine how likely you are to get a knockdown or a miss.
##### Kicking
You will kick a person if they are lying on the ground and you are not. Kicking does a lot of brute damage but no stamina damage. Kicking has the same stamina cost as punching.
##### Pummeling
If you punch someone while they are on the ground and are grabbed by you, instead of kicking you will pummel them. Pummeling gives a stamina damage multiplier based on the tier of grab you have. Pummeling with an aggressive grab is no better than a normal punch, but pummeling someone while pinning them does a ton of extra stamina damage. Pummeling has the same stamina cost as punching.
#### Disarm
Disarming is an attack meant to be used in special scenarios. If you go around shove-happy, you are going to find yourself with very little stamina. Disarming now has a large stamina cost (10). Pushing someone into a wall will not knock them over but will do a large amount of stamina damage (30). Shoves into people work the same as before. Disarming someone while they are on the ground will stun for much less time(.5 seconds instead of 3) which is still enough to disarm or interupt but not enough to infinitly chain.
#### Grabs
Aggressive grabs will now allow the grabbie to attack and use items. Your ability to break out of grabs via movement a moving or resisting is now modified by you and your opponent's strength. Neck grabs and above will still immobilize but they will no longer knock you down. You are unable to break out of grabs via moving while knocked down, but you can still resist manualy. Also, to break out of a grab you can try to disarm your attacker. This will always work for breaking out of passive grabs but will have a chance of failure based on your strength for aggressive grabs and pins.
#### Flooring
If you disarm someone while you have an aggressive grab on them and they are standing you will floor them. This makes them drop their weapon and do a lot of stamina damage (25) as well as breaking your grapple.
#### Pinning
If you disarm someone while they are on the ground and aggressively grabbed by you, you will pin them. Pinning is a special type of agressive grab. While pinning, both you and the target are immobile, pummeling someone while pinning them does a lot of stamina damage.
#### Counter
By ctrl-clicking yourself in combat mode while you are standing you ready a counter. Countering is visible to the opponent. The next punch that is thrown at you will be countered which if they have >50 stamina will result in a greater stamina loss or if they have < 50 stamina you will gain an automatic aggressive grab. If someone disarms you while you are countering your counter will break and you will take some stamina damage. Countering also stops you from being thrown more than 1 tile. Your counter will turn into a brace if you are knocked down or grabbed.
#### Brace
By ctrl-clicking yourself while you are laying down you brace yourself. The last resort for when you are on the ground or grappled. Kicks do less damage, and pummeling does less stamina damage. The effectiveness of your brace is based on your strength. A brace can be broken like a counter. Braces will stop you from being thrown more than one tile just like countering. Useful for trying to outlast your opponent in a game of stamina.
#### Changes to martial arts
(pending)
#### Throwing bodies
A small but fun change. Throwing bodies now has a stamina cost (10). If you have throw mode activated or a counter ready and a person thrown would hit you, you instead hit the deck for a second as the body flies overhead.
#### Change to tabling
Tabling now has a stamina cost (10). When your stamina is particularly low (< 50) you have a chance to perform an ineffective table, which results in no stun and lesser damage. Tabling now deals 5 stamina damage. Otherwise tabling is the same
### Ideas for further implementation
These are my ideas that are too half baked for the orignal implementation. Maybe in the future. Feel free to add your own.
- Countering with melee weapons (shields too maybe?)
- More special moves when you have somone agressivly grabed (need ideas)
- More interations for countering/braceing (need ideas)
- Blocking with bibles to deflect cult weapons
- Drunken resiliance perk gives more stamnia regen while drunk.
- When clumsy people try to counter something funny happens
- Add a ton of varible flavor text (*Randy Savage Sweeps the legs out from under Joe Shmoe flooring him!*)
- Freedom implant breaks out of a grab in a flashy way
- Countering with a baseball bat lets you knock things back
- Add a UI indicator for when you are stamcrit (This can maybe happen with first launch)