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Action Combat System Idea (Forums : Ideas & Concepts : Action Combat System Idea) Locked
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Sep 1 2014 Anchor

Hey Guys,

Haven't posted here in a while but I've been thinking on a combat system that could be interesting. Let me know what you think.

This idea takes inspiration for Dark/Demon Souls, Warframe, General Fighting and RPG Games as well as Anime.

This is just the combat system, as there are many more features to the idea, but keeping it simple. :P

To start with, I'll outline the stats:
Health - Your overall 'health', a %.
Condition - Status Effect (you can bleed etc).
Strength - The amount of damage you can take.
Stamina - The energy to use attacks and movement 'abilities' like jump, sprint etc

Health is a variable that modifies Strength, so really Strength is your health in traditional terms.

Your Strength is always capable of regenerating unless under a condition.

Stamina will effect the rate that Strength regenerates - a full Stamina bar will regenerate Strength at 100% the rate.

Using attacks with weapons will decrease your Stamina bar. If the Stamina bar reaches 0, you can continue to attack at the cost of Strength.

Being attacked with successful hits will drain your Strength and if it reaches 0 you'll 'die'/'pass out'.

Health controls the maximum amount that Strength can regenerate to.

Conditions can effect all stats, depending on what buff or debuff your hit with.

Stances:

Stances are equipable depending on what weapons you are wielding and they take up a resource so you can only select 1/2 stances to use at once.

Stances can be toggled in game to change up fighting styles - think Hwoarang from the Tekken series with changing which foot is forward for example.
If we apply this to a Samurai you'd have something of the following stances to choose from with a Katana and Wakizashi equipped:
- 2 Hand wielding Katana with medium damage strikes throughout attacks
- 2 Hand wielding Katana with heavy damage from first strike, but mid/low damage for all remaining strikes
- Dual wielding Katana and Wakizashi with defense and attack strikes

This is just an example, and no way do stances have to be anything of this sort, it could just be that the attacks can cause different conditions etc etc. The main point is to change it up from the standard hack and slash feel that would come from a game influenced by the above mentioned games. You would also have a chance of putting your opponent off, and changing stances can better suit the situation.

Another example is your using a katana and versing a character using a spear - perhaps their is a sword stance that is better for reaching attacks. In contrast; perhaps the spear character doesn't want to use narrow reach attacks, and wants a close wide swing attack.

The whole aim of this design is to keep combat going in a fast pace environment, where you can adapt to put one over on your opponent.

What are your thoughts on this type of combat system?

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