by Maugh » Tue Jul 12, 2011 10:27 am
I'm with matt here, with some caveats. The Mayhem game combat system was built with melee combat in mind, as a sort of fencing routine. Wait, attack, counter-attack, pull back. It makes timing and range very important, to successfully simulate combat between various melee weapons, which it accomplishes very well, I think.
REally, since this is fiction, it all boils down to image. You want a fantasy game to play like a fantasy game, and highlight the ebb and flow of that kind of combat.
I think the sci-fi combat is a very different image, with rays and stray bullets flying past all the time. A solid hit is a big deal, and combat will be a lot more about cover and the use of tech than before.
The mechanic that I was kicking around, at this point, was really similar to what I was working with for the mecha game, and actually similar to what we are using for the ship-based combat. This is rough, so it's up for discussion.
Attacking character has an accuracy, based on their gun, and a bonus, based on their skill level. (skill being defined differently than Mayhem, but never mind. THe offensive weapon has a bunch of stats, such as range increments, a static damage, explosive spread for some weapons, damage type, etc. like I said. Rough.
THe defending character has a dodge, (really just a defensive die,) plus any bonuses that they might get to that.
They may also have an over-shield, which acts as the character's 'hit points,' so to speak. THe overshield soaks damage until it fails, at which point all attacks hit the target.
When an attack hits, a random body part is rolled, 1d6. 1-2 legs 3-4 arms 5 torso 6 headshot. Torso shots are lethal without immediate medical response. (medical officer on hand!) Headshots are lethal period.
In addition to the overshield, I was considering a concept of ballistic armor, which would give each body part a few extra 'shots,' that would soak a few hits.
This system direclty reflects the ship-based combat, where a weapon has accuracy, a ship has a maneuverability as defense, and hits go to the shields first, and then roll randomly to hit parts of the ship, disabling components as they go.
Since some weapons do fire at faster rates than others, We were considering just doing an attacks per round mechanic, and using that to balance the weapons. An SMG, for example, might have a lot of attacks per round, but weak accuracy and low damage. A full-on sniper rifle, however, would have a high accuracy, good damage, and one attack per round.
Anyway, that's the thought.
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