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DESIGN DOCUMENTATIONCombat SystemsCombat ModelsThere are 3 basic ways to go about having conflict between pods and representing the action that takes place.
At this point, it would seem the the Representational system has the most pros and the least cons, so it will be the primary system in focus here. Also keep in mind that the rep. system also includes all the features of the "card game" system, with the added bonus of having strategic positions fall into play. Representational Combat Model
In this system, each side of the battle is arranged into positions: Front, Rear, Side, and Center. Each position has a tactical bonus and drawback. You can use this to your advantage to add to bonuses your shapes may already have. Of course, it may also compound handicaps your shapes have as well. Each position has both a relative and an absolute set of modifiers. For absolutes, each position is simply assigned a modifier such as +5 such-and-such. For relatives, it depends how far away the position is from your position, attacker vs. defender, multiplied by a percentage. The Front multiplier is zero. Center and Side are 1, and the Rear is 2. Then multiply by a certain percentage.
In reality, each side can have it's own seperate set of multipliers and percentages for each action (attack, defense, opacity, acuity, etc.) which can be modified by shape specials, map tabs to be collected, and global strategies and preferences that can be set before the game starts. The reason the Front position has zero for a distance instead of 1 is simply because it makes no difference in combat and is simpler to start at zero. Here are the general guidelines for absolute and relative position modifiers. Keep in mind that if having two seperate classes makes little difference in the game, the absolute mods can be dropped entirely. RelativeAttribute +/- ( (Base Attribute Percentage) * (Relative Distance) ) Here is an over simplified example: Percentage is 2.5%. Sphere in Center (1) of the attacking side attacks Tetra in Rear (2) of the defending side. The difference between sides is 2+1=3. 3 * 2.5% = 7.5%. The Sphere has an attack rating of 68 reduced by 7.5%. 68 * 0.925 = 63. The Block has a defense rating of 42 increased by 7.5 percent. 42 * 1.075 = 45. The resulting damage is 63 - 45 = 18, when it would have been 68 - 42 = 26. Then add that to whatever you get with... Absolute
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