I know the following suggestions can take forever to code and some of them require to “touch” different parts of the game… That’s why I wish to share the ideas (and the reassonings behind) to see if there is enough room and support for them before actually consider taking further steps.
Some preliminary comments:
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When commenting about “game experience” it comes from characters within “human ranges”. Characteristics of 14-, minimum of 50% less hp and with “survivor-like” gear (Nothing fancy that offers full immunity like heavy military gear or futuristic power armor… Most hits cause some form of damage). It also contains experience from the popular mod “Dino Mod”.
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When possible the suggestions try to use magnitudes ALREADY existing on the game, instead of creating new ones.
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The suggestions are aimed at key features the zombie/survival genre always portrait… I will offer examples when possible.
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I haven’t explicitely connected any of the following rules to existing character stats… Obviously each rule can be affected fully by stats, traits, mutations & CBMs, but, for the sake of clarity… I have chosen to not add this links still.
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The net effect of all changes together is offering viability to the entire ranged weapon gameplay EVEN when the enemy is not able to attack you at range by offering content creators the chance to create melee deadly scenarios that, in turn, encourage players to relay on ranged/Indirect attack methods.
Size Matters
You can’t really expect to knock down/away things the size of a small house. Same goes with interposing items to reduce damage.
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If your enemy is bigger than you, its Size Advantage should offer a chance to neglect know down/away status effects by default. 1 step difference = 50% avoidance. 2 step difference = 90% avoidance. 3+ steps = immunity.
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If your attacker is bigger than you, its Size Advantage should make your parries/blocks less effective against its attacks. 1 step = 50% less damage reduced. 2+ steps = 80% less damage reduced.
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If your attacker is bigger than you, its size advantage should make its grab attacks harder to shake off. 1 step = 50% fail chance, 2+ steps = 80% fail chance. (This “resistance” mechanic could be better modeled if the monster class had a “strength” stat to compare against… So modders shouldn’t be forced to create “Huge” monsters that could hold players in place).
Melee Combat is tiresome
You can’t spend 4 hours meleeing a zombie horde and expect to survive the process… The Dead is relentless and tireless… You aren’t.
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Tired status should reduce your dodge by 3 points and your melee skills by 2 points. If using the STF rule below it can, instead, reduce the max charges of the “melee pool” by half and increase the recovery period by 50%.
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“Short Term Fatigue”. Performing too many melee attacks/dodges in a row should impose a gradual penalty like Pain. Could be called “Exhaustion” and its main effects should be (In decreasing importance): Penalty to Dodge, Penalty to Melee skills, triggering Pain. Internally could be modeled as a “melee charges” pool (of Max charges X) consumed on each attack/parry/dodge attempt that will be regained at a rate of 1 each Y seconds since the last charge was spent. After the charges are spent, each new charge used will trigger a level of “Exhaustion” that will inflict cummulative penalties to dodge/melee and after enough are accrued, translate directly to charges of Pain. I left intentionally the magnitudes generical so balance could be controlled altering them. As an initial model: X = 20, Y = 30 and the Exhaustion table could be each 3 levels should trigger a -1 to dodge, -1 to melee, cap itself at -10 dodge, -10 melee, moment at which Pain charges will be generated instead. It’s important to add that ONLY effective dodge/parry attempts should consume charges, if the dodge/melee skill is put at 0 then the character should only spend charges if it actively melees, this simmulates the case of heavily armored characters that stay there soaking all damage immobile… If the enemy can’t breach the character armor, Pain shouldn’t accumulate (Alternatively a “stance” toggle could be created so a character can voluntarily stop defending him/herself to focus all his/her physical stamina into attacks).
Numbers… Also matter
Been swarmed by a sea of Zombies grabbing, clawing and moaning at you usually marks the demise of most Characters in the zombie genre.
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Each additional target after the 1st in melee range should impose a cummulative “Distraction” penalty to the player. This penalty should be managed internally and should reduce the Dodge/Parry skill of the character by 1 against all targets.
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Moving away from an enemy in melee range, should entitle that enemy a “free attack” the player cannot defend against. (Those of you familiar with DnD PnP recent editions should recognize the “Attack of Opportunity” mechanic here). Not all enemies should be able to perform this (Could be controlled by a certain monster Flag… Or lack off, if it’s easier to supress this behaviour). Additionally, if the monster is able to GRAB and this attack is successfull, player movement attempt will be aborted. Monsters Stunned/Knocked Prone shouldn’t be able to perform this free attack.
This set of modifications will make melee combat a more complex decission, allow content creators to add monsters that are considerable harder to melee (or escape from) WITHOUT touching any of the game-wide used magnitudes like HP pools, damage output or Armor. I also have “conveniently” split them in “packs” that could come as in-game options to activate/deactivate based on player preference.