Combat

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Contents

Overview

Tatsumaki: Land at War's combat system will be very similar to a Fighter, with four base buttons + movement keys, but with a basic mouse detector; "Combos" will be formed by pressing these buttons in a precise order, in a given amount of time - and will become increasingly complex.
Rather than having certain "combos" do 'number damage' - we will put a force 'number' behind each movement; when an attack hits another player - the force behind the attack will be compared to the other player's armor, certain attributes (Possibly), as well as a few other factors; if the number is higher - the remainder will be considered the damage amount; but rather than lowering the overall health of the other player - it will do a certain amount of damage to whatever area is hit (See below for more information).


Combinations

Combinations, or "combos" - will vary from each combat style to the next, as will the animations used in these; we hope to one day, allow players to create their own "Combos" - thus having the ability to create their own martial art forms / styles and techniques, which will greatly add to the game's community, as we allow players to open their own dojos and schools.


Player vs Player

The majority of Tatsumaki: Land at War's combat, will be centered around Player vs Player combat.

Punishment

In a Player vs Player world, there has to be some sort of punishment system, otherwise the world will become an anarchy society with little to no rule, and a death every day; this is why we have implemented the following forms of punishment:

  1. Karma system: Detailed below, our Karma system will simply be a way for Non-Player Characters to judge a character's overall worth as a human being, as well as become a pre-requisite for certain quests (Such as Missions, or Religious Journeys).
  2. Seen: If you are seen committing a crime, the player or NPC who has seen the crime has a chance of reporting it to the authorities; this person does not always have to report it, but if they do - the penalties can range anywhere from being given a pat on the back (In the case of killing an enemy in war) to having a cash reward be put on your 'head'.
    Seen 2: Theres another option for the player who has seen the crime; while it is unofficial, and not recommended - this player can report the crime to their own family, who can take a sort of vigilante action on the murderer.
  3. War Crime: If the murderer is from an opposing faction, then they can be taken in as a prisoner of war and either be held for ransom or executed.
  4. Caught: If you are caught by the authorities, in most cases - you are simply sent to jail.


Karma

Karma, not unlike in real life - Is the measure of a person's worth; the lower your karma is, the less and less likable you are; the higher your karma is, the better off your life will be - while we don't necessarily want to implement a system like this, it is a requirement for Player vs Player worlds - as without a 'Karma System', there would be grand-scale anarchy.
Please note that your character's karma will only lower if you are reported for the crime you have committed.


Damage

Rather than having an overall, unrealistic “Health” meter, bar, or number - Tatsumaki: Land at War will feature a “rag doll”, with multiple areas a player can be damaged at.
If a player is at “full health”, their rag doll will be pure white; but if they hurt their arm or leg, that area on the rag doll will be discolored depending on how bad the wound is; if the wound is simply a scratch, that area will be a very light pink; however - if the wound is very severe, it will be a deep, dark red and will greatly hinder a player’s attributes.

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