Elemental: Combat discussion

Published on Tuesday, March 30, 2010 By Brad Wardell In War of Magic

This hasn't been discussed in awhile but I figured I'd let you know how things are being implemented:

All weapons have four values: 

1. Attack Rating

2. Damage Type

3. Range Value

4. Combat Speed Modifier

Examples:

  • Club (3 attack, blunt damage, Melee, None)
  • Dagger (2 attack, piercing damage, Melee, None)
  • Doom sword of Eternal flame (4 attack, piercing damage, Melee, none) (3 attack, fire damage, Melee, none)
You can stack as many different types of damage onto a weapon (or as many types of damage resistance) onto a piece of equipment.
The goal is to allow the combat system to be as sophisticated as possible and then let us use what parts we like and don't like based on actually playing it.
So we could keep it ridiculously simple (sword, 4 attack, normal damage, Melee, None)
Or we could make it very sophisticated (Iron Helm, 3 defense, 25%, Blunt Mitigation)
And with damage / damage resistance stacking, we can go crazy because we could throw in things like dodge, chance to hit, etc. as stock modifiers.
The ultimate deciding factor will be in play testing and in UI (we don't want the player to need a PhD. to understand what a weapon does).  But it allows us (and later me and others as modders) the flexibility to make all kinds of different combat systems.