The two big goals I have
for the combat system is to promote teamwork and to make positioning
important. I want the players to feel rewarded for moving their
character to the right place to get the flank, to expose an enemy, to
protect a range guy from melee or to punish a ranged guy with melee.
I want it to be similar in nature to a cover shooter where you can be
punished hard for being caught in a bad position without being quite
so boring. That is where the expose/exploit and posture mechanics
come into play.
In addition to that I did
want to try and break the holy trinity of tank, damage, and healer. I
don't want much healing to take place in combat in an effort to keep
the tension always high. I do want roles however, and the four
character classes will each have their own forte so to speak.
Unstable Mutant: This
dude is melee supreme. In addition he can take a beating and keep on
trucking. Now while this may make him like a 'tank' he will need it
to close with his enemies and survive. In addition his mechanics
allow him to become really powerful but for a very random duration
making him inconsistent in his performance which may be bad design
but we shall see.
Techno Marksman: His
focus is on ranged damage, specializing in dealing additional exploit
damage. His abilities also allow him to adapt to his enemies with
bonus to hit, damage, etc. He uses the at will/encounter/daily
ability system so he will burst early in the fights but his
performance will taper off the longer it lasts.
Telekinetic: This guy can
bring the pain. Using special attacks he can target enemies weaker
defenses, expose them, and weaken them while at the same time killing
them. He just keeps going all day and with his secondary focus
mechanic the longer the fight goes the stronger he gets. Bit squishy
though.
Combat Support Bot:
Buffs? Check. Damage? Check. Trickery? Check. His auxiliary systems
let him do some cool things like protecting the mutant before a
deadly charge, or lighting up an enemy for the marksman to slaughter.
And his primary systems give him some much needed, albeit limited,
heavy hitting.
So we have roles but not
the typical ones. In addition everyone can deal good damage and take
enough hits to do their jobs with luck. I have placed a very rough draft of the toons into the quickstart page but it needs refining and transferred onto a sheet.
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