Combat System

= UNDER CONSTRUCTION =

This proposal is not yet finished!

= Turn Sequencing = 1 turn = 1 second.

The following is a list of ALTERNATIVE methods for determining sequencing. The core of them (characters take actions outside "real" time) is the same for what follows, with some minor adjustments.

Phased (constant)
10 Phases, count down, 1 action (may be compound) per char per turn.

Action Points
Chars have AP pool of N points, each action uses M points, players act until they are out of APs

Plotted Actions (Real-time auto pause?)
All chars "submit" an action for the turn "simultaneously", CPU resolves sequencing based on all inputs

= Type of actions =

An action is a player's (or AI's) decision to do *something* during "detailed action" aka "Combat" time. Generally speaking, it is what a single person do in a single second of real time (certain "fast" actions can be combined and 2 can be done per turn/second).

Actions
(Needs review) Move actions (click on desired destination): [ purpose] * Charge / Bug Out [ change range quickly, no attacks except "bash" at end, terrible defense] * Dodge [ avoid missile fire, increased defense] * Covering fire (hipshots) [cause distractions, lucky hit - no defense mod] * At the walk [move delibrately - no modifiers] * Double time [between walk and charge, reduced defense] * Take cover [maximize missile defense within 1hex]

(see acceleration rules below)

Command actions: * Shout a command ([list of actions - tactics lvl 0 - reduced list of commands, lvl 1 full list, lvl 2 "name: command", lvl 3: code words, silent commands] * Assess changes (tactics lvl 1?) * Surrender [give up] * Ultimatum / Bluff [demand foes give up]

Missile actions: [restricted by "distractions" - enemies + 1/2 x friends + terrain] * set stance [prereq. for aim, removes "hip shot"] * aim [increase chance to hit, prereq. for called shot, subsequent "aims" stack to 3-4 levels?] * fire [hip shot unless set] - can move 1 hex if no aim - up three shots from autoloading gun * called shot [shoot at hit location] * spray [fire as many "shots" as possible * may be 1] * reload [different weapons have N reload actions, depending on acessibilty, stuff] [auto take cover if available] * traverse [autofire only: "controlled" spray]

Melee actions: [Must be in weapon range + 1 hex to close to enemy, reduces offense and defense.] * attack 1, 2, 3... [basic attack keeping offhand for defense - numbers represent different types of attack by weapon type (cut/hack/thrust/club/punch/kick)] * aimed attack 1,2,3 [prereq: advanced level with weapon, reduced attack/defense - higher skill = finer targeting] - feint [prereq: Advanced level with weapon increased defense, increase offense for next attack - special: can retreat 1 hex back] * *feint/attack [prereq: 2 weapons, advanced level: attack with increased chance to hit, reduced defense as extra attack] * grapple [ prereq: empty handed - grab opponents arms/weapons. Note this will have to trigger separate subsystem] * *extra attack [ 1 or 2 weapons, but restricted for some weapons, decrease defense (slightly less decreased with 2 weapons)] * *coup d' grace [ powerful attack - zero defense] * all out defense [ no attack, enhanced defense - special: can retreat 1 hex back] * fancy martial arts moves? Throws, trips, disarms, submission holds? * = "double" actions, no move allowed. * charge ('slam' attack combined with run)

Reserving, Aborting, and Interrupting opponents actions
With the exception of the "simulturn" option, any sort of phased turn sequence will have a discontinuity where the faster character wishes to wait for a slower character to act first. Since he is faster, it is only fair to allow him to delay or reserve his action until the "proper" time. However, this mechanism is quite powerful, and must be restricted to prevent abuse.

The basic rule is as follows: The Active character can "reserve" his action until something "else" happens. He can then interrupt the normal turn sequence and take his turn "out of order". This requires particular types of "trigger" actions such as:
 * New target appears (moves, or unhides)
 * Enemy attempts to Engage (in HTH combat)
 * Enemy attempts a ranged attack (note that the enemies ranged attack will go off FIRST, this is to limit the power of waiting)
 * Others?

If no trigger occurs during the turn, the character may act after all others (resolve ties from really slow people or other "overwatchers" as normal).

Possible options (could have balance issues)

 * If you reserve at the end of the turn, can you move to the top of the list for next turn? Is there any advantage to this?
 * Can you 'abort' to any action, or only certain ones?
 * Dodge
 * "Hit the Dirt" (take cover)
 * Fire missile
 * HTH attack against one who just engaged you (trigger)
 * Issue verbal command

= Movement & Distance =

Characters (and animals) have a maximum sprint velocity (m/s) == Vmax => about 10-20 spaces/turn (set by stats). Sustained running velocity is typically half of this value. You can run at 1/2Vmax for some number K1 x END (Endurance) turns. You can sprint at Vmax for some number K2 x END / 10 turns. After this amount of time the character must rest for 100-END turns (or something). At 1/2 this time character will begin to suffer fatigue effects.

Acceleration and Deceleration
If you are not moving, your velocity is 0. From a standing stop a person can move 3 squares (m) in a single turn, and will now have a velocity of 3 m/s. This number may be different for different creatures; it could be determined by an acceleration stat. 3 m/s or less is considered a walk.

= Facing and Melee Combat =

Modifiers to Melee Combat
(table) = Cover and Missile (Ranged) Combat =

Modifers to Missile Combat
(table)

= Effect of leadership and tactics skills = Possible concepts: Stack actions - the better your leadership, the fewer actions you have to sequence.