palpatin wrote:Could someone picture events of a pirate attack with the three different versions of the new combat system?
edit: oh i never saw theres eight pages of post. never mind
Pirate attack in system:
Pirates dock to town, initiate attacks on everybody in town who looks like they might be a considerable threat. Attacks are not carried out instantly. Pirates can't just hit people and undock to get out of reach. They also can't work on breaking locks while waiting.
While the attacks are pending, none of the projects in town take progress (except ones worked on by people who weren't targeted). Also if pirates decided to start breaking locks instead of initiating attacks on people, the people could initiate attacks on them and prevent them from making progress on the project, even if you only had a bone club or some other weapon that couldn't cause considerable damage. As long as you'd be able to block enough damage to stay alive, you could prevent pirates from picking locks even if you couldn't harm them. Although they could drag you. Dragging would be like a hit.
When people log in, they most likely choose to defend themselves, unless they were secretly hoping for death. Ones who won't log in within a day will get hit, provided that the pirates had the patience to stay in town for a day.
People are able to counter-attack instantly upon resolving attacks, ensuring a pirate couldn't get a hit through and then undock while the defender was browsing through the interface.
After resolving a hit, a person will be protected against a second attack by the same attacker until they do any of the things mentioned in point 6, which means if the pirate is online, the victim should first run into a locked building before healing because they would become vulnerable again after the healing, although the pirate probably wouldn't know this without trying.
If someone is in a vehicle and it starts moving, the hit will be auto-resolved using best shield for defense. Most likely a person under assault in a vehicle wouldn't have the option to start traveling/undock, but a non-targeted person could, so the precaution is in place.
If someone escapes in a vehicle and others follow on foot, they wouldn't be able to hit the person even if they could still see the person on the road because it's assumed the person could escape if they wanted to - unless the escaping person has set their traveling speed equal to or slower than that of the chasers.
If someone manages to kill someone, the victim's stuff ends up in the killer's inventory and they'll be prevented from moving until they drop the excess load to get to 15 kilos or lower. During this time the person could be attacked by others, and if they retaliated, they could be hit again straight after, while if they didn't retaliate, they would still be vulnerable to being hit straight after they dropped the next item or pile of resources, so if someone killed someone carrying a lot of weight in small piles, they could be prevented from fleeing for several seconds, maybe even minutes.
Point 10 is a bit conflicting with point 9 since point 10 would suggest the victim's items remained on the person rather than going to the killer's inventory. People who would normally die might get rescued by others if they aren't finished off.
Pirates wouldn't be able to drag people onto their ship or into a claimed building without the people being online to react to it or if they remained passive for a day.
Suggestion 2:
Pirates would have to enter town to initiate combat, they wouldn't be able to snipe at people from the safety of the ship.
People would be able to fight against several opponents at a time but they couldn't change their minds in the middle of the battle even if the situation changed (apparently).
Pirates would be taking quite a risk because if they initiated combat against easy targets outside, they still couldn't kill them in under a day due to the lenght of the project, and would be vulnerable against new people coming out of buildings. The fights initiated first would also be finished first due to fixed duration, so you couldn't stop beating up a hapless newspawn even if a more dangerous opponent stepped out and initiated combat with you, so you would be fatigued by the time the second combat was resolved.
Also if someone stepped out of a building and noticed pirates attacking people outside, they could go back to the building and radio for help, or take down a road, and the pirates wouldn't be able to give chase if they were all engaged in combat. This might lead into pirates bringing extra people to act as lookouts who won't initially engage in combat so that they'll be fresh and rested in case unexpected trouble should arise.
Suggestion 3:
Most town people would most likely have shields equipped like in the current system, but only guards would be wielding weapons. Rpers might be wielding pillows, some people might be wielding wasters, maybe some would be wielding tools like dung-forks because it would make sense if stuff like that only worked if wielded. This would lead into people auto-retaliating with mostly useless weapons, which would rarely go through the pirate's shields and would cause the defenders tiredness, so it would actually work against them. If there was a way to turn off auto-retaliation, people not wielding weapons would most likely do this in order to save their strength.
If the pirates undocked and were planning to re-dock the next day, villagers could choose to auto-attack them and would make sure to equip their weapons in order to be prepared. This would lead into all the active people attacking the pirates the moment they re-dock, the pirates would auto-retaliate but would most likely be outnumbered, resulting in being quite tired after the auto-attacks. They would most likely be online so unless they died from the auto-attacks, they could eat healing food and attack the people who were wounded by their auto-retaliation.
People wouldn't die instantly so it would be possible to save them if there was someone left and willing to give them healing food. It would be possible to steal items from them while they were incapacitated. It might be that pirates even beat the town leader to near-death, stole the keys, looted the town and then healed the leader not to make it a murder on top of a raid.
People couldn't be dragged without them noticing it was about to happen if they were online and following their events page.
People couldn't keep healing indefinitely even if they had a huge stock of healing food. The limits haven't been decided yet but it would most likely be in kilos, making denser (and generally more expensive) healing foods more desirable because they give the most percent per gram.
People would be able to hit the same person several times a day if the target came online to resolve the attack. Sleepers could only be hit once a day.