![]() The first character to get their score a certain threshold above the other’s wins. This is a sort of tug-of-war between you and your foe, representing who is currently winning the duel, with almost all moves adding to the score. The primary method of winning a bout is to gain enough Likelihood of Success. They range from giving a demoralising speech to your opponent to using your skill as a raider to make an example of them as you fight.Īs a rule of thumb, special moves tend to either offer a better pay-off than standard combat moves, or else give secondary effects outside the duel (e.g., dread gain or stress loss) At present, we have 18 standard combat moves and 22 special moves. Rather than being based on just your prowess skill, these take into account traits, location, special relationships between you and your opponent, all manner of things. Instead of one of your regular combat moves, you may also draw a special move. It’s a little more complicated than that in practice, but that’s how it feels player-side. ![]() The higher your prowess, the more likely you are to draw good moves, the worse your prowess, the more likely you are to draw bad ones. This should carry over to the AI, who should be somewhat readable based on skills and character traits. Duels should allow for both roleplay and rollplayIt should be viable to both always play to win, and to play according to what makes sense for your character, without either totally kneecapping you. Duels should allow for both experience and intuitionAlthough understanding the mechanics of the system should be rewarding and allow competent play, a newbie just guessing should still have a fair chance of success.Ħ. Duels should be character-drivenCharacter traits, relationships, and other qualities should all have an impact on duels, not just prowess.ĥ. No two fights should ever be totally identical.Ĥ. Duels should be variableDuels should vary in content and strategy depending on the characters involved and the location and circumstances around them. ![]() A detailed duelling system should be able to account for everything from strict honour duels to battlefield bouts to a knife fight in the tavern.ģ. Duels should be reusableDuels should be easy to add anywhere in script, and their results should be as agnostic as possible. ![]() If the fight would be ended before it’s even begun, it should use a simpler effect or auto-win option.Ģ. Duels should be dangerousThe outcome of an in-depth duel should never be a completely forgone conclusion: a desperate rookie can still surprise a veteran master, or get lucky/play smart. Duels in CK2 have been a much-beloved feature for years, and whilst we’ve certainly got duelling content in CK3, we wanted the option to invoke something a bit more elaborate when circumstances called for it.įollowing up on and improving such a feature was always going to be a tough ask, but we’re pretty happy with what we’ve got.ĮthosWhen designing the new single combat system, we had a few key points in mind to guide our implementation.ġ. ![]()
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