Online Tick Based Combat: Difference between revisions

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(New page: I was doing a little thinking today about a possible easier way to operate online tick-based combat, since post by post action or each player and ST can get a bit bogged down. I had a pret...)
 
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I'm sure this is other stuff to work out and we could continue the example combat post a bit to work some of that out, but I figure I should see if people might be interested in a system like this before I post any more and I have to leave for a basketball game. More to come if people are interested....
I'm sure this is other stuff to work out and we could continue the example combat post a bit to work some of that out, but I figure I should see if people might be interested in a system like this before I post any more and I have to leave for a basketball game. More to come if people are interested....
--[[User:FyreFly|FyreFly]] 17:32, 3 January 2012 (EST)
--[[User:FyreFly|FyreFly]] 17:32, 3 January 2012 (EST)
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I like it, and it is along the same lines of what I was thinking. When it comes to defensive charms, I think I will have to ask the player. It will be confusing with just excellencies to come up with a different system, it will become impossible when people start getting things like Safety Amoung Enemies. How do you guys feel about adding texting into the system for combat? When it is a PC's turn to act or if I require a defensive response, I would send a text to the player. The player would try to read and respond within 24 hours of the text. Responses that take longer than 24 hours would not be eligible for stunt dice. I dont think checking the wiki and typing a one line attack will take more time to checking your e-mail. Defenses could be typed into the wiki or just texted back to me. When the player is done they would text me, and I would try to get to the next player within 24 hours. Obviously if people are out of town over a weekend or whatever we will adjust. I think the texting could allow multiple posts in an evening or weekend when people might be just sitting at home and would really move the combat along. Thoughts?
--[[User:Macabreengel|Macabreengel]] 11:47, 4 January 2012 (EST)
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I like this a lot as well - it will speed things up considerably. I like the texting idea, but I would also suggest having the player declare ahead of time. "If I am attacked, I would like to add 2 dice with my Martial Arts excellency." Obviously this won't quite work if the attack wasn't what was expected (being attacked by a charm you didn't expect, or being attacked by multiple opponents, for example) but it could speed at least some ticks up if the poster can anticipate ahead of time. There are many instances where it is reasonable to assume you will be attacked, especially when you can see where your opponent is on the tick count.
[[User:Kirkland|Kirkland]] 14:10, 4 January 2012 (EST)
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I'm all in for the texting idea, certainly when possible posting ahead of time is nice, but attacks vary pretty greatly. I react much differently if a bandit takes a slash at me, vs a bandit taking 3 acrobatic attacks at me vs a bandit charging up with essence and unleashing a flurry of essence enhanced attacks. Pre-posting when possible is a good way to go, but a text is probably not a bad idea either. 24 hours seems reasonable as well for 1 line combat posts, I'm also going to try to do 48 hour reply to posts, though everyone doesn't need to be at that pace; obviously when things are busy or whatever that could change. I plan to make a current condition status in my character sheet discussion page so I don't have to calculate DV, accuracy polls for common attacks, damage for common attacks, soak, etc...
--[[User:FyreFly|FyreFly]] 19:15, 4 January 2012 (EST)
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Preposting your character's defense is great, but I have a feeling that as fights get more complicated and characters get more defensive charms, I will eventually just have to ask. We also have to consider things like does the player want to use dodge (which might be lower) or stunt to use parry dv against a ranged attack for example. Early on, however, please feel free to prepost your defense. For now, combat will probably be simpler, and we have fewer charms; so defense will likely provide fewer options.
--[[User:Macabreengel|Macabreengel]] 14:53, 5 January 2012 (EST)

Latest revision as of 19:53, 5 January 2012

I was doing a little thinking today about a possible easier way to operate online tick-based combat, since post by post action or each player and ST can get a bit bogged down. I had a pretty interesting idea, I'm sure it probably needs tweaked a bit so let me know what you guys think. Of course we could always use the standard post-by-post method.

Essentially what we would be doing would be a tick-by-tick tracking system with one sentence posts and ST posted results. I think it's a lot easier to show what I'm thinking than describe it show I'm going to write up a little mock combat example for Aden, Cad, Udo vs. Bandit. (I'll put notes in bold, these are just descriptions or notes that would not normally appear in combat.)

Example

Roll join battle. Results: Aden tick 1, Cad tick 2, Udo tick 3, Bandit tick 4. (ST could just roll join battle and post results pre-combat.)

  1. Aden. Aden draws his blade and dashes down the path towards the bandit using the cornstalks along the side of the path as cover. Speed 3 Dash Action, 9 yrds/tick, -2 DV, +2 DV against ranged attacks for cover. (First post, would not require an ST response)
  2. Cad. Cad draws his blade and dashes down the opposite side of the path from Aden towards the bandit using the cornstalks along the path as cover. Speed 3 Dash Action, 9 yrds/tick, -2 DV, +2 DV against ranged attacks for cover. (Second post, would not require ST response.)
  3. Udo. Udo methodically draws an arrow on his bow, taking aim and releasing a feathered arrow at the bandit. Speed 4 Attack, Accuracy: 9, Damage: +8L, -1 DV. (Third post, ST would respond with results of the attack.)
    1. Udo's attack strikes the bandit in the thigh as he hides behind the tree, a solid hit but not a life threatening wound. Udo's attack rolls 5 successes against Bandit's DV 4, hitting with 1 extra success. 9L damage - soak of 4L = 5L = 2 Successes = 2L Damage. (ST would make the rolls from player provided dice pools and post the results. Depending how the ST wants to do this he could provide more or less info. DV, Soak, Damage Dealt could all remain hidden, simply leaving the ST to post Udo rolled 5 successes to hit and landed a solid blow.)
  4. Bandit. Aden.
  5. Cad.
  6. Udo.


This would continue on and on throughout the conflict until it came to and end. Using the simple 1 sentence structure for each player takes the pressure to post anything more significant away and would hopefully keep combat flowing nicely. This does put a bit more pressure eon the ST to roll and post results, but most of that would have been necessary anyway and if players do a good job of posting dice pools for the ST it shouldn't be too bad.

A few other general thoughts I had about using this sort of system. We could allow for stunts, where a player could declare he wanted to perform a stunt and then would post a full description rather than a single sentence action, the ST would then post and add the stunt bonuses as needed. For example.

  1. Udo gracefully hopped atop Cad's mount which immediately began to gallop down the path towards Udo's companions and the bandit behind the cover of the tree, as the horse charged Udo methodically drew a delicately feathered arrow in his green jade power bow, drawing the arrow tight against the heart string of the bow as he excellently balanced on the galloping horse. As the bandits cover was negated by the flanking of the horse Udo lept from the mount, flipping in the air and firing his carefully drawn arrow straight down unto the skull of the bandit.
    1. (ST would post results. If players are stunting too often/delaying posts for such things the ST could punish by reducing or not awarding stunt dice.)

The hardest thing about something like this is probably use of defensive charms when a ST character attacks a PC. If the bandit attacks Udo and I decide to use a defensive excellency some communication between player an ST will be necessary unless a player can post ahead of time that he will use an excellency to defend against attacks. But that is a tough statement to broadly claim at the beginning of combat.

I'm sure this is other stuff to work out and we could continue the example combat post a bit to work some of that out, but I figure I should see if people might be interested in a system like this before I post any more and I have to leave for a basketball game. More to come if people are interested.... --FyreFly 17:32, 3 January 2012 (EST)


I like it, and it is along the same lines of what I was thinking. When it comes to defensive charms, I think I will have to ask the player. It will be confusing with just excellencies to come up with a different system, it will become impossible when people start getting things like Safety Amoung Enemies. How do you guys feel about adding texting into the system for combat? When it is a PC's turn to act or if I require a defensive response, I would send a text to the player. The player would try to read and respond within 24 hours of the text. Responses that take longer than 24 hours would not be eligible for stunt dice. I dont think checking the wiki and typing a one line attack will take more time to checking your e-mail. Defenses could be typed into the wiki or just texted back to me. When the player is done they would text me, and I would try to get to the next player within 24 hours. Obviously if people are out of town over a weekend or whatever we will adjust. I think the texting could allow multiple posts in an evening or weekend when people might be just sitting at home and would really move the combat along. Thoughts?

--Macabreengel 11:47, 4 January 2012 (EST)


I like this a lot as well - it will speed things up considerably. I like the texting idea, but I would also suggest having the player declare ahead of time. "If I am attacked, I would like to add 2 dice with my Martial Arts excellency." Obviously this won't quite work if the attack wasn't what was expected (being attacked by a charm you didn't expect, or being attacked by multiple opponents, for example) but it could speed at least some ticks up if the poster can anticipate ahead of time. There are many instances where it is reasonable to assume you will be attacked, especially when you can see where your opponent is on the tick count.

Kirkland 14:10, 4 January 2012 (EST)


I'm all in for the texting idea, certainly when possible posting ahead of time is nice, but attacks vary pretty greatly. I react much differently if a bandit takes a slash at me, vs a bandit taking 3 acrobatic attacks at me vs a bandit charging up with essence and unleashing a flurry of essence enhanced attacks. Pre-posting when possible is a good way to go, but a text is probably not a bad idea either. 24 hours seems reasonable as well for 1 line combat posts, I'm also going to try to do 48 hour reply to posts, though everyone doesn't need to be at that pace; obviously when things are busy or whatever that could change. I plan to make a current condition status in my character sheet discussion page so I don't have to calculate DV, accuracy polls for common attacks, damage for common attacks, soak, etc...

--FyreFly 19:15, 4 January 2012 (EST)


Preposting your character's defense is great, but I have a feeling that as fights get more complicated and characters get more defensive charms, I will eventually just have to ask. We also have to consider things like does the player want to use dodge (which might be lower) or stunt to use parry dv against a ranged attack for example. Early on, however, please feel free to prepost your defense. For now, combat will probably be simpler, and we have fewer charms; so defense will likely provide fewer options.

--Macabreengel 14:53, 5 January 2012 (EST)