The game always assumes you’re facing the ‘right’ direction. That’s a very good policy, but not always possible. My suggestion? A simple system that penalizes situations where the a player/NPC/monster wouldn’t be able to face all of their attackers at once.
ZZZ
Z@Z
ZZZ
The above diagram shows a player as surrounded as possible, they would literally be mobbed by zombies. In this example the yellow enemy attacked first, forcing facing. In order to respond to the attack the player is assumed to have faced the yellow zombie. It can then be assumed that having done so the player (Barring bionics/mutations) can react to all attackers adjacent to the primary attack with equal finese. (See the Green Zombies.) The same can’t be said for the red Z’s now ‘flanking’ him–they would have a greater chance to hit and inflict more severe wounds should the do so.
Another aspect to consider would be when the player attacks a foe, either at range or in a melee.
Z
@
Z
In this example the player attacks the yellow zombie on his own turn, facing him to do so. This leaves him flanked by the red zombie. Positioned poorly he would be flanked by one or the other once the zombies attack BUT should the one that NOW flanks him act FIRST he’ll take TWO blows at a penalty as the player:
- Turns to engage the foe attacking him
- Is immediately flanked by the remaining enemy.
To prevent a constant cycle of everything flanking you always it is assumed that the time it takes the player’s turn to come about again leaves them the chance to turn and face only one attacker each round.
With this new system it is thus that:
- Facing the greatest number of foes when attacked en mass is desirable.
- Prioritizing targets becomes more than just ‘who’s most dangerous’ but instead ‘what am I leaving myself open to’
- Exploiting terrain is even more important. Choke points, a wall at your back and terrain that thins out the fast from the slow aid in dealing with the newly bolstered threat crowds now present.