Sunday, 3 November 2013

Combat Planning

Taking a lot of the ideas from popular MMOs such as World of Warcraft in the combat style of having a "Tank", "Healer" and a "Damage" character with small but significant cross-overs.

The main thing we want to do is use these mechanics to get the player to have to think tactically about the characters, making live decisions for each turn which go deeper than simply "what move should i use?" in hope that this will improve the enjoyment of the game.

First is an idea where the defence line can only attack the defence line and the damage line can only attack the damage line

After that is the idea that the tank can attack all and so can the range, but a RANGE character using MELEE can only attack closer targets (or any in their column)

All can attack all but in this example the mage is tanking.


This is the "super damage" layout where all can attack all and there is no "tank" - High risk - High Damage.