Designing Combat
- stuartjeffery2
- Jan 6, 2024
- 1 min read
Combat in most turn-based strategy games, as far as I was aware, is usually universal in that the player has a percentage chance of hitting as well as different forms of damage. So I made sure to do more research into the systems in place and how things like hit chance and damage is calculated. In doing so, I came up with this;
This design is based upon research both in-game and from a more systems standpoint. It is designed in a way that it allows the player and the AI to have a reasonable realistic yet somewhat forgiving experience when performing combat.
The reason why I decided to go with this is because during my research I noted that a lot of my examples like X-COM 2 and Lamplighters League felt that the combat was more chance then actual strategy and made it seem like gear, while it did alter the chances, didn't really impact combat as much. I also noted that in X-COM 2, I was hitting shots on 45% Chance more than I was 60%, so I feel like this system makes it less random and luck based, and more logistical and built
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