First: In my RPG there are no classes. There are only skills, so no stats. If you want someone that can take a lot of damage, train the Endurance skill; if you want to be smart and talk your way through the game: Train in all of the Brain category skills (Logics, Computers, Mechanics, Biology and to some extent gamesall), to get some knowledge about how stuff works. But most importantly train in the five Communication category skills...
Anyways, combat.
Now, this RPG is going to be a mod for Unreal Tournament 2003. It is set in a kind of future, which means there are firearms. To hit someone with a pistol, you have to draw the gun, aim, and fire. Since UT2003's engine allows for skeleton control (ie. you can "program" the way the limbs of characters move), the computer will calculate how fast and well you can aim, and redirecting the arm with the pistol in it's hand. This way, when you fire, there's no real randomness in hitting, because the bullet goes along a path from the gun. The only random thing is in how well you aim (in other words, how fast your character will move his arm).
In close combat, however, I've decided to go with a more completely random system.
About my skills: There is no scale from 1-100 or anything: there are 5 "ranks": Novice, Apprentice, Practitioner, Expert and Master.
In close combat there are a number of skills that affect what chance you have to hit:
Your Agility, Your Unarmed Combat OR Armed Combat, and the effects your wounds are having on you, and to some degree, your armor..
The target can affect your chance to hit with HIS Agility, Unarmed Combat AND Armed Combat (both give a certain bonus to dodging a melee attack), the effects HIS wounds are having on him, and to some degree, his armor.
I don't get why using armor should DECREASE the opponents chance to hit you: You try moving fast while wearing a plate mail and see how easy that is!
Instead, using armor should make it somewhat easier to hit you, at least if you use something really heavy and encumbering. What it SHOULD do, is decrease the chance of getting damaged, and the seriousness of the damage.
Yes, damages, I should explain those. There are 3 levels of seriousness of damage: Small, Moderate and Serious. Each of those have a chance to do a number of different effects on each different part of your body. For example, a Moderate wound in a leg may result in any of these effects: Reduced AP, Drop Weapon, Worse Aim, Fall.
Reduced AP or Fall will make it easier to hit, since it's easier to hit someone slow or that is lying down....
Soo... lets try an example:
Your a Novice in Unarmed Combat. This gives you
Attack AP C2H Wound:Chance Punch 3 50% Sm:50% Kick 5 50% Sm:60%,Mod:20% Chance to avoid: 10%
(please note that I haven't balanced any of my numbers, I've just guessed on what might work )
Your an Apprentice in Agility.
This gives you
2 additional Action Points (which increases your chance to hit and your chance to avoid being hit)
You're not damaged, and you're only wearing some kind of leather armor so you're not encumbered by that.
Your enemy is basically a clone of you, for simplicity's sake.
Ok... so, your chance to hit (if you use the attack Punch) is
(50% - 10% ) * 22 / 22 = 40% chance
(if you for some reason have 5 additional AP for some reason, your CtH would be
(50% - 10% ) * 27 / 22 = 49% chance
Then, the computer rolls to see if you damage him. There is a 50% chance to inflict a Small wound (you are quite weak). Say that you also wear knuckles (+5%), and have +5% from being Apprentice in Endurance. This would mean there's a 60% chance.
The computer rolls a D100.
If the result is greater than the chance value associated with that wound type, your character didn't hurt him. If the result was less than the chance value, then the game randomizes one of the effects below. (here follows the table of damages)
Say you hit him in the head. There are two different effects for a small wound: Blindness, Deafness.
They're defined like this:
Blindness: If (Chance Value - Rolled Value) > 20, the victim permanently loses an eye.
Else: Victim can't see for 10 seconds * (target value - rolled value).
Deafness: If (Chance Value - Rolled Value) > 30, the victim permanently loses an ear.
Else: Victim can't hear for 10 seconds * (target value - rolled value).
Hope this clears things up a little.... might be a little confusing but since the computer handles all the numbers, it shouldn't matter that much
"Kaka e gott" - Me
[edited by - Srekel on January 15, 2003 10:18:35 AM]