TLDR: A proposed system to break down group combat into smaller engagements by granting a scaling dodge to increasingly focused targets (if targeted by 3 or more people, you get a natural dodge)
I have been poking around Lithmeria a bunch lately, and I have to say, their positioning idea is simply brilliant for group combat. They built a whole combat system around the idea that too many attackers has significantly diminishing returns. This turns any big group fights (which never happen because they don't have enough population) into smaller sub-fights (groups of 2 focusing down targets), which is much more dynamic and interesting than zerg 1 vs zerg 2.
Lusternia of course is my one true love, so I got to thinking, how could we steal that dynamic system for breaking down group fights into smaller more interesting engagements, and make it work for Lusternia?
Problem: Group combat in Lusternia amounts to getting as big a group of people as you can together, teaching them to all target the same person and using one of your 3 most powerful spells to lock them down and kill them extremely quickly. The biggest counter to this strategy is to break up the group, or pull single people out of the group and into your own zerg. For a combat as deep and complex as Lusternia offers, the actual group combat strategies are extremely simple.
Solution:
Server side targeting -- Requires full balances but doesn't take balance.
Syntax: ENGAGE <target>
Most combat skills will use your engage target, PUNCH <target> for example would just turn into PUNCH [To save rewriting ABs: PUNCH <target> could be an optional syntax that engages & attacks simultaneously.]
Some skills could still be target-able, working outside of the engagement system. Of course, these skills would be rare and very valuable. Gust seems like a spell that would fall in this category.
edit: Bolded because people weren't seeing this line apparently:
Skills that hit all enemies would obviously work outside of the engagement system. Some may need to be toned down for certain classes to not become extra imba in groups.
Add a skill 'Combat Awareness'
Syntax: SURVEY BATTLEFIELD
Shows all of the people in the room, and who is engaging them
ex:
Ciaran is engaged by: Ushaara, Shedrin, Vivet
Ushaara is engaged by: Ciaran
Shedrin is unengaged
Vivet is unengaged
Syntax: ENGAGEMENTS <person>
Shows all of the people currently engaging the person
Finally, the juicy part:
Number of people engaging one person: 1 2 3 4 5 6 7
Chance of an attack to fail (dodge): 0% 0% 15% 30% 45% 60% 75% --- capped
Flavor wise, it would represent attackers jostling for position to make strikes against the target. The fail message would be something along the lines of being knocked off balance by [whoever else is engaging].
It should be noted, this system would also allow people to try to game it by having them engage their allies, in essence giving them defenders. This would also disable most of the defenders' ability to attack back however. It becomes a more dynamic process of keeping the someone engaged by allies, while the attackers try to kill off the defenders. Obviously, it's a serious trade off to have 3 of your group engaging an ally in order to give them a dodge bonus.
Finally, I know we all hate dodge, but theoretically this system would encourage people to spread out their targeting more, avoiding dodge all together in favor of being more individually effective.
Comments
There are numerous reasons why this just wouldn't work. Most of which are all the area effect and group targetting abilities the game has. Not to mention demesnes themselves. Putting this in would be a major rework on the entire combat system and 50% of the skills.
Lithmeria has a unique combat setup completely different from Lusternia and all of the skills are built with that feature in mind.
"But paradise is locked and bolted...
We must make a journey around the world
to see if a back door has perhaps been left open."
-Heinrich Von Kleist, "On the Puppet Theater"
Okay, I must have missed the part where area effects are outside this system.
But that brings up another question. If we're excluding demesne, chem/wood nukes and any and all ally/enemy hitting abilities. What's the point? This would effect monks/warriors and anyone else hitting with a direct attack. We'll all just switch to indirect and you'll still probably die just as quickly.
"But paradise is locked and bolted...
We must make a journey around the world
to see if a back door has perhaps been left open."
-Heinrich Von Kleist, "On the Puppet Theater"
First off: Warriors are already under the gun for crazy wound stacking in groups.
"But paradise is locked and bolted...
We must make a journey around the world
to see if a back door has perhaps been left open."
-Heinrich Von Kleist, "On the Puppet Theater"
Mainly, though, I just wanted to point out I've moved it to the Ideas board, since it probably belongs there a bit more than Common Grounds.
It would revamp group combat of sizes 3v3 or larger, but otherwise the whole goal was not to require significant changes to any skillsets. A few skills like the aforementioned Balestone would need some tweaking most likely.
They also don't make it any more interesting, the only reason I brought up Lithmeria and their implementation against what you are suggesting was to show the comparison and to show why it works better there than this implementation would here. The group combat there isn't really any more interesting than it is here, even with positioning. There isn't all that more strategy beyond your specific class skills whether it's 1v1 or groups. Yes, you'll use certain attacks more or less depending on who you are partnered with, but the general flow is the same.
Edit: Because usually when this is done currently, it is a group of three people who have a great deal of skill versus a cluster of people who are only semi-capable. Those three already have an advantage. I don't see why the larger group should be rendered less effective in this manner.
Does this mean a higher skill cap for group combat? Yea, sure. But does the skill cap for group combat need to be raised? I don't think so.
Group combat is, even with big groups trying to focus down one person, innately complex by virtue of the text involved. The skill doesn't only come from strategies, but learning how to use them while being assaulted by the text wall of China.
This only adds another thing we have to learn to track, sort, and react upon during combat spam. This makes combat exponentially harder than it already is, and that seems to be something people don't want.
Diminishing return systems should be just that: diminishing returns. It means that poor strategy and planning should result in lower efficiency and thus a chance of losing the fight against more efficiently planned teams. Not negative efficiency. 5 people attacking the same guy should still hit harder and stronger than 4 people (which should hit harder than 3 people, which should hit harder than 2 people etc) but they should not stack linearly, but diminishingly.
When you put dodge into the system, you pretty much make this a negative returns system. It's no less than a soft limit on how many people you can have on a single target - the moment the dodge comes in, it's negative. You're coding in a "maximum 2 person hitting one target" soft limit, which is plain ridiculous. You'll definitely need to revise that part and then rethink the idea from that point on.
Therefore, when certain people are proud of the fact that they raid 3vX and do well, it is very hard to see this sort of suggestion as anything but "we want to do even better when we're outnumbered but grossly outmatching the opponents in ability".
Sorry, but I just don't see any need for that.