ID:151479
 
This is part of a system for a new game I'm designing, and I wanted the community's opinion.

The system in question is to be used for a Turn based system. All I will say is about the game is the theme is a "Realistic Fantasy MMO Game", I will not go into any more detail than that.


I want to know what people would want to have for an evasion System. We are currently going with 2.

The more standard and favored system, involving rolling a single number versus a set Evasion %, and hitting a number Higher than that out of 100 is a hit.


Or a "Realistic" Dodging system, wherein damage is proportionate to the accuracy. If I had to explain it, only 0% Accuracy would equal a Total Dodge (might break it into 5% intervals). Anything higher would result in damage, although appropriately less than needed. Accuracy over 100% would not apply except for 150%+, wherein special status effects would apply (temporary amputation of an arm by an attack, "hole in chest", etc) to represent an attack being perfectly on target and/or fatal where a weapon/attack would apply.

This system represents scenarios where for example, someone tries to dodge to the side of a stab, but their arm is still caught. Although it's not as big a deal as a full on blow, it still hurts, and adds onto later complications.

Comments, fixes/suggestions for the "Realistic" system would be welcome too.

Edit/Note: Accuracy would not be shown to the player, not even any bonuses on accuracy from an individual attack. Accuracy is decided by an equation of certain stats.
How bout a system like Super Mario RPG, where you have to tap a button just as you're about to get hit.
In response to Falacy
Falacy wrote:
How bout a system like Super Mario RPG, where you have to tap a button just as you're about to get hit.

Timing systems are already a major pain on BYOND last I heard, and considering the sheer size of the game, It might not be a good idea at all to do anything like that. I mean we might add something like that already for the Counter-Attack system, we plan to make dodging an 'innate' action, while counter-attacking is an 'active' action (I think those are the terms).
In response to Latoma
Between the updates to networking, and the addition of the instant setting for verbs, things can run quite smoothly now. And I'd go with passive instead of innate.
EDIT: You could go with a mix of the 2 systems, Have a dice roll vs accuracy or other stats, then based on how high the roll is determines how well you dodged.
In response to Falacy
Falacy wrote:
Between the updates to networking, and the addition of the instant setting for verbs, things can run quite smoothly now. And I'd go with passive instead of innate.

By Innate I mean that it occurs automatically, hence the whole "reduction of damage". The system has your character 'dodge' automatically, but depending on the skill levels of both characters, most attacks sent will still 'graze' the opponent at least and deal damage automatically.

I am not even sure if I'm using "innate" properly...

To add button reaction dodging on top of button reaction counter attacking might make the game a bit TOO much even for me to view as an "enjoyable" system.
In response to Latoma
Latoma wrote:
I am not even sure if I'm using "innate" properly...

Innate is more like a default skill, which dodging may be, but that doesn't really describe how it triggers. Passive is something that is always active/automatically triggers.

To add button reaction dodging on top of button reaction counter attacking might make the code a bit TOO much even for me to view as an "enjoyable" system.

If you have button tapping for dodging and countering they would kind of pointlessly overlap, so I wouldn't really go with that.
In response to Falacy
Falacy wrote:
Latoma wrote:
I am not even sure if I'm using "innate" properly...

Innate is more like a default skill, which dodging may be, but that doesn't really describe how it triggers. Passive is something that is always active/automatically triggers.

To add button reaction dodging on top of button reaction counter attacking might make the code a bit TOO much even for me to view as an "enjoyable" system.

If you have button tapping for dodging and countering they would kind of pointlessly overlap, so I wouldn't really go with that.

Yeah, passive is the system for dodging.

The battle system is kinda complex, I won't go into all the details, but players have a 9 button "map" of melee-attacks. Players input a combination of these keys and issue a melee combo on their turn, up to their maximum combo limit, then the combo automatically plays out after pressing Enter.

At this point, the counterattacking occurs. If the target(s, in a rare scenario) can properly counter, the damage is voided, and are hit back for bigger damage, and their combo is cancelled (choosing the wrong counter adds 10, maybe 20% damage for each following blow). This involves guessing which key the opponent is attacking with. Might just make it a certain key to counter in general but has a small prep and other keys can add a stronger counter for bigger risk. (Projectile based counters simply stop that individual projectile)



My point is I want to know whether the community favors the overused "Full Dodge or Full hit" System (via Final Fantasy and most RPGs)

Or a "Partial Dodge, Full hit, or Full Dodge" system ala this.
I'd love actual Answers to this...
This is really the kind of question we should be seeing less of around here. If your combat system is well-designed, the more correct system will be easily apparent. If it is not, or the better system is not apparent, the difference between both options will be trivial. A "dodging system" is such a minor issue you are really wasting your time thinking about it so much.