On Saturday, 10 March 2012 20:10:19 UTC,
ryan....@gmail.com wrote:
> Work obligations throughout the week will prevent me from competing... so I'm commenting on the weekend instead! ; )
>
> Was just going to put this out there... in "real" melee combat, it seems "superpowers" would be the result more of surprise, superior melee skill, or forced openings (you cause your opponent to over-extend, go off balance, trip, etc.). It may not necessarily depend on how "angry" you're getting in the fight. In fact, at least the way it's presented in many fantasy novels (experts, right? ; ), it's the level headed and/or craft combatant who is able to make some spectacular finishing move against his opponent.
>
> Given the constraints of a 7DRL, maybe you need to stick to a pre-determined plan, but what if you used one of these other metrics, be it stamina vs. stamina, melee skill vs. melee skill, or opportunity to determine when a player could execute a "superpower"?
>
> All the best!
I have no intention of doing anything that involves realism :P What would realism add to my game? Is real fighting fun? Do the mechanics of real fighting make for good gameplay? The assumption that "real = good" plagues too many games already. I'm going for abstract fun, and realism be damned!
Plus I want the game to be as simple as possible in terms of interface, with zero stats involved. The Rage system I'll be using is quite straightforward - you have a Rage meter, certain actions make it rise or fall, when it hits 100 you enter Rage mode and your regular attacks become far stronger. After x turns the Rage subdues and your meter is reset to 0. For the player this is represented in an easy way, with the target being to get one number high. The caveat is that your Rage increases more at low health, encouraging risky playstyle for the highest rewards.
--
Darren Grey