Combo System

Backstory:
So I’ve been sitting on this concept for a while now. The PMCS tool has been successful for a hot minute, aiding with ref computation for stuff. It’s been largely successful for a while now, so I’d like to suggest something.

PlanetMado’s combat system has pretty decent depth, despite being a Pen+Paper+Dice sort of deal. I remember a lot of ideas in the past, many failed because they introduced too much complexity for a ref to manage. In the present, PMCS has curbed a lot of that math - allowing ref’s to focus on descriptions. That was its main point. But PMCS also enables us to have a much more complicated system, now that we’ve passed a lot of mechanics to programming.

Idea
The PMCS tool originally worked based on a 1v1-only sort of deal. Eventually, we got it expanded to support multiple fighters.

However, while the PMCS was a 1v1 system… I worked on the Stun mechanics, or rather an older concept version within the app. Stun at the time worked by giving the attacking-fighter an extra attack or two when successful. This wouldn’t work in a multiple-fighter way, because it was basically a buff, and applied to the wrong person. For example, a buff to the attacking-fighter was applied instead of a debuff to the defending-fighter.

Eventually, I deactivated that coded logic because it wouldn’t work in a multiple-fighter situation. However, I saved the code.

Concept
Basic attacks eventually become somewhat obsolete later in the game. After learning more than Punch and Kick, they are regretfully something that I don’t see as often used in fights. I’m guilty of this too. Yet punch & kick are the most common attacks seen in the show.

I remember this idea pitched a time or two back when we were younger. But what if when you use a basic attack (any one of them), there is a ‘chain chance’. The chance% could be different for each attack, and hidden information from players. Perhaps even the chance% changes as power scales.

The point is… this provides a way for all basic attacks to remain relevant, and encourages experimentation to gain extra attacks, resulting in combos. In the past, this was turned down because of complications, but now I think it is within reach. Plus side: the code is done.

Practice:
Player: I kick dudebro.
Dudebro: I block.
Ref: Dudebrofails to block, and Player did # damage. Player maintained his rythem… attack again!
Player: I uppercut dudebro.
Dudebro: I block.
Ref: Dude bro blocks the uppercut somehow with 1 arm, Player delt # damage. Dudebros turn.

A lot of the combo % chance for each basic move should remain a secret, but generally speaking… the chance of maintaining your rhythm and executing a combo is pretty low in general…or are they? Generally speaking a combo of executing 2 back to back attacks is pretty rare, but given an experienced/knowledgeable fighter…might get away with 3-4 attacks if they know the hidden stats well enough. Maybe you’ll discover that one basic attack has a better combo % chance than others…

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