Postby Spider » Thu Mar 10, 2011 10:39 am
So I don't like any of them completely enough to vote so I guess I'll just take the parts I like from each and put that as my proposal.
- Initiating attack is counted as starting a kind of project. It doesn't prevent you from attacking more targets, but you can't work on regular projects at the same time. Its default duration is 12 RL hours(Real life hours, not cantr hours) by which time it is automatically defended against.
-The attacker can attack once again after a full day since the initial attack if no action is taken, if retailated then they can attack in less time (not sure what would be a good one)
-The target is frozen. The target can't move, make progress on projects, regenerate energy or access its inventory until after the combat is resolved.
-An outsider can resolve it but only if they step in to take the hit. Intervening at various times has varying options which are presented to the outsider in choices. If they intervene between 0-2 RL hours after attack starts, they can defend normally (full shield). Between 2-4 RL hours they can defend with 75% normal. Between 4-6 RL hours with 50% of normal. From 6-8 RL hours with 25% of normal. From 8-12 the only option is to jump in the way, no shield is used. In every cases, the attacker can still miss as in the current system. Options of how to defend will be grayed out as the time limit on each is reached.
- The target can choose to end the project and the frozen state prematurely (resolve it). It can either choose to defend, remain passive (e.g. for suicide) or counter attack. If it defends, all current means to prevent damage apply (dodging the attack aka missing the target, chance to prevent damage with shield). Passive always lands hit. With counter-attacking, the fighting cycle happens with the defender's stats when the original attack was initiated, dodging is not possible but shield is still used to defend attack (maybe not as well, such as defending with shield at 66% as penalty for being surprised)
-If the target chooses to forfeit the immediate counter-attack, it is protected against another attack by the same enemy for the 24 hours since the initial attack or until the target chooses to perform a manual counter-attack, move, join a project, drop or give items, or eat healing food
-If the target of an attack leaves in a vehicle, the attack is automatically resolved. The target defends regularly with its best shield. (The possibilities for abuse are severly reduced by the above rule.) If the attacker leaves in a vehicle the attack is canceled.
-In order to attack people or vehicles on the road, the attacker has to be able to match the defenders speed. If he can't match the speed, he is unable to intercept the vehicle. When combat is initiated, both parties stop moving.
- A character can be engaged in multiple duels at a time.
-People with 0% health enter the near death state, which would make them drop their inventory and render them unable to do anything but speak and notice events. If not healed within a certain number of days (1,2,3?), the character dies.
- Characters can be put into stances with some sort of cost/benefit for each stance (decide stances and costs later)
- Dragging a person at 100% tiredness is instant.
- Target can allow instant dragging by a set number of people.
- Dragging is more like a project which is completed after X (not sure) hours depending on strength/skill of attacker and target along with assistance by others
- If a person is being dragged, they are informed but cannot get away easily, they are allowed to counter-attack the dragger who is left vulnerable (50% shield) and if they hit they are released but of course are left slighty more tired than a full attack for the struggle, depending on how much force they use.
- Dragging can fail, like lock picking project, if they have enough people it will be decided if it fails or not when it reaches 100%, all draggers are more easily tired.
Dunno, just some ideas...not really sure, but there you go.