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More advanced combat mode
Last Post 27-11-2011 11:55 PM by Haderak. 30 Replies.
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13-01-2010 06:18 PM
    • More advanced combat mode (updated):
      We are planning to upgrade the current combat system. This will include several "enhancements" to the current turn based structure and the aim will be to add more realism.

    1. Accuracy: accuracy will vary for each turn depending on range. The further away the lower chance of hitting. However some weapons such as scoped guns and rifles will be more precise in long range where as hand guns and shotguns will be less precise,
    2. Target body parts: You will be able to target different bodyparts including aiming for head shot, torso or shooting at the legs. Head shots will cause critical damage but require high accuracy. Shots to the legs will cripple the opponent decreasing the agility and move speed.
    3. Weapon damage variation and critical hits: Some guns will have “bonus” damage. F.x. shotguns will cause massive damage in close range while critical hits like a shot to the enemies head will be similarly deadly. (Weapon Class Bonus). Rifles will have a penalty at close range, neutral at medium and bonus at long range.Shotguns will have a huge bonus at close range, while a grenade and other explosives will have splash damage.
    4. More combat choices: different stances will give you different advantages and disadvantages. Proning will for instance increase your accuracy but lower your chances of fleeing.
    5. Weapon upgrades and durability. Weapons will need to be repaired over time (don’t worry they will durable) but you will also be able to upgrade them with bayonets, scopes etc.. (Upgradeable and breakable weapons)
    6. Quick weapon slots: We are considering offering two quick weapon slots to change weapons at no turn cost. This would allow you to equip say a long ranged rifle and a close combat weapon such as a baseball before going into battle.
    7. Single shot or burst fire: You will be able to select to fire singleshot or multiple shots on burst fire weapons.
    - The Zombie Pandemic Development Team
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    13-01-2010 11:58 PM

    As written in the armor thread, i like the hit location idea very much, so a critical hit to the head is much apreciated.

    With different stances of fighting this will be quiet some coding for melee since if you are prown theres a higher chance your head is hit, you won´t lie feet first towards the zombies would you, and so on, but i like it.

    Maybe you could change accuracy for burst shots also, and finally give those smgs and assault rifles a place to be. 1shot full acc, 2shot 90% acc 3shot 80% acc of your maximum,  depending on your marksman and str stats. Those would be lower stats for smg and higher for assault. With that you could give them their dmg/bullet and not per burst, without overpowering them (since they will not hit that much without really high skills).

     

    edit: something is wrong with the first reply here i guess

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    14-01-2010 12:28 AM

    Sounds like you got most of it covered. I got nothing to add until I see it put into the game. Then we can see what works and what doesnt. Im looking forward to all these new features.

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    21-01-2010 04:29 PM

    What could be added along side durability and condition of a weapon could be the chance of a stoppage/jam.

    The less durable and worst condition, the more chance of a weapon jam. You would have to spend a combat turn clearing the jam before it can be fired again.

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    21-01-2010 09:50 PM

    @ Fizco

    It could be an entire differnt stat. [Reliability]

    Cheap crappy guns looted of newbie zombies would probably drop damaged guns and cheap guns so their reliability is very low. That could mean every shot has like a 45% chance to jam. This sounds extreme, but I have seen poorly maintained pistold in real life being shot and it can jam over and over and over.

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    24-01-2010 10:00 AM

    Thats a nice idea... means a lot of cool loot can be balanced as the quality is really low.

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    19-03-2010 07:57 AM
    Weather and light conditions play a part in any fight. Night time means shooting needs to me made possible by night vision or a handy flashlight. Rain will slow you down, but won't won't give a zombie hypothermia.
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    19-03-2010 08:43 AM
    Involving weather condition may make the combat pretty "blurred" Becuse with weather we must take into considertion eveyi variable like windforse the intensity of the rain. However I think sth like Season conditions could be implmented Like in winter zeds move slower or dont move at all and during summer they move faster and we have higher probability to hit .Its just thinking out loud
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    20-03-2010 12:31 PM
    please make the quick weapon slots

    the lack of this feature is extremely irritating to me, really really irritating
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    20-03-2010 07:22 PM
    It has been mentioned before, but noise plays a factor. Loud noises attracts more zeds so chainsaws and shotguns are a no no when you should be sneaking around.

    More noise can also raise the aggression of zeds.

    Another is a new running away feature. It seems too easy to just hit the run button, if you have high agility than that is all it takes. But in real life if you corner yourself in an alley or have low ground like the bottom of a hill this should affect your success rate of running away. A feature may be implemented where a survivor creates an exit with a big o' explosion and crawls through the hole they just created in the wall.
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    22-03-2010 03:30 PM
    i agree with lurchdeath

    it should be quite harder to escape a house or a building then an alley or a street
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    22-03-2010 04:49 PM
    Regarding weather conditions: crappy weather/night (without light or night vision) reduces chance to hit. Probably simplest way to implement it.
    Regarding noise: That is interesting. I want to test it out and see how it affects the gameplay, but I imagine it would discourage players from using explosives and noisier guns. Not sure if it would hinder things overall, but would be nice to test out.
    Regarding running away: agreed. The game could have a perk called parkour that lets players get out of sticky situations more easily (but not negate entirely). Plus, how cool would it be to suddenly jump over a couple of garbage cans and up onto the wall to escape the zeds?
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    22-03-2010 07:46 PM
    parkour is an excellent idea!!!
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    24-03-2010 04:56 AM
    Wow I never would have thought about rooms and such and the weapons capabilities in them. That's a fantastic concept. As said above, Zombies would probably be much closer to you depending on the rooms. I doubt inside a normal store a zombie would be 120 (yards? Feet? I forgot what measurement it was...) away from you. They'd probably be much denser depending on the store and probably much closer.
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    24-03-2010 05:54 AM
    Hmm..Shotgun at close range,target Head.
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    25-03-2010 12:51 AM
    How about this! We are shooting from the indoors and attacking the outdoors.
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    25-03-2010 04:04 AM
    Mines and trenches surrounding strong holds. Sounds good right?

    To add a little more realism we need to be able to use height in a fight. If you take a roof you can improve your marksmanship and have a higher success with grenades. If you get down to trenches it gets gritty, trench knives and the Chicago type writer as an example or trenches can just be used to deter movement.

    Why not have zombies use some crude melee weapons like the stuff that you can scavenge. A zed with a 2x4, rock, or a machete is plausible, other animals like apes use simple tools to inflict force to an object.

    Zombies should be able to infect survivors with disease, strip armor and knock weapons off of survivors. Imagine a bear knocking a survivor over with one mighty swipe breaking a layer of armor and either breaking or disarming their weapon.
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    25-03-2010 04:27 PM
    I think that critical's will deal more dmg to alive players because zombies are:
    1.Don't really need brains.
    2.Insensitivity to pain. (they won't matter if they lose leg, they'll continue moving to target, but for humans it is a big problem(isn't it?)).
    3.Have no reason to find another fact.
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    05-04-2010 01:01 AM
    Fear can paralyze a survivor or give them an adrenaline boost.

    Traumatic Stress will wear any combatant's mental health. With so much death and pain any person may go buck crazy and turn on other survivors or may end up committing suicide.

    Dehydration, starvation, exhaustion, malnourishment...you'd have to face stuff like that in a crisis.

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    05-04-2010 10:29 PM
    Yeah, survivors tend to turn on each other. Look at any zombie movie. You can't escape human nature.
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    05-04-2010 10:45 PM
    well, actually, i would say that depends a lot >.<
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    11-04-2010 08:28 PM
    (VALUES FOR WEAPONS ARE COMPLETELY RANDOM, and are there ONLY for examples)
    I personally don't think we should have critical hits..because in almost every other movie/game/genre/ripoff of zombies, the shot to the head is what kills them (Yes I know 28 days/weeks later is an exception). So instead of getting critical shots, you should just do more damage - OR get more accuracy - the closer the zombie gets, depending on the gun.

    - Pistols and shotguns, for example, should be something like this:
    Pistol
    6-8 damage - This will ensure the pistol is a close combat weapon, giving it a slight bonus in close combat.
    Range - 50
    CQC Bonus: 20-25%


    -Shotgun
    6-22 damage - Everyone knows shotguns suck for everything but CQC (Close Quarters Combat) but are devastating at those super-close ranges.
    Range - 40
    CQC Bonus: 50-65%


    After this rifles could be given a far range, but a penalty to CQC like so:
    Rifle
    9-16 damage
    Range: 80-100
    CQC Bonus: -15%


    (On a side note: Maybe this system could be reversed, giving ranged weapons MORE power at range and penalties in CQC, owing to the survivor's fear of being eaten alive)
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    25-04-2010 07:41 PM
    Admin, do you still have my post in the old forum? The huge one with the table and descriptions for all these attacks?
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    25-04-2010 08:26 PM

     Everything is still there on the old forum: http://www.pixelpandemic.net/forum

    Using the same password as always: 'zombiesrule'. Its just locked so you cant post there anymore.

    -Helo Lead Developer on Zombie Pandemic
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    26-04-2010 12:56 AM
    Ah, thanks. Here it was:

    Fists / Brass Knuckles:

    *Jab (-2 dam, +15% hit)

    "A quick, light strike lacking in brute force."

    *Cross (+0 dam, +0% hit)

    "A hard horizontal punch."

    *Front Kick (+7 dam, -15% hit)

    "A full weight front kick."

    * Haymaker (+10 dam, +10% hit, 2 turns)

    "Prepare a powerful knockout punch."

    * Sweep Kick (0 dam, +0% hit, pushes back X based on strength)

    "Sweep the enemy off it's feet to gain some breathing room."

    Knife:

    * Stab (+2 dam, -10% hit)

    "A hard forward stab."

    * Horizontal Slash (-1 dam, +15% hit)

    "A quick strike lacking penetrative force."

    *Kick (+7 dam, -15% hit)

    "A full weight front kick."

    * Temple Stab (+10dam, -20% hit)

    "Attempt to strike the vulnerable sides of the skull."

    * Combo (Special: +2 dam X turn)

    "Attack in a flurry of forward hits. +2 damage, building with each successful strike."

    * Sweep kick (0 dam, +0% hit, pushes back X based on strength)

    "Sweep the enemy off it's feet to gain some breathing room."

    Sword:

    * Stab (+2 dam, -10% hit)

    "A hard forward stab."

    * Slash (-1 dam, +15% hit)

    "A quick strike lacking in penetrative force."

    * Neck Strike (+10dam, -20% hit)

    "Attempt to decapitate your foe with a horizontal cut."

    * Low kick (0 dam, +0% hit, pushes back X based on strength)

    "Deliver a brutal kick into your target's legs to knock them off balance."

    Bludgeon:

    * Vertical Smash (+0 dam, +0% hit)

    "A heavy overhead strike."

    * Horizontal Swing (-1 dam, +15% hit)

    "A wild horizontal smash."

    * Brain Smash (+7 dam, -15% hit)

    "Attempt to smash your enemy's skull in."

    * Shove (0 dam, +0% hit, pushes back X based on strength)

    "Stave your foe off with your weapon."

    Pistol:

    * Quick Shot (+0 dam, +0% hit)

    "Aim instinctively for a center mass shot."

    * Double Tap [2] (+7 dam, -10% hit)

    "Hit your target with a pair of rapid, aimed shots."

    * Headshot (+5 dam, +10% hit, +10 range, 2 turns)

    "Slow down and evenly squeeze the trigger for a precision brain shot."

    * Low Kick (0 dam, +0% hit, pushes back X based on strength)

    "Deliver a brutal kick into your target's legs to knock them off balance."

    Shotgun:

    * Reflex Shot (-5 dam, +50% hit, -20 range)

    "Fire from the hip. Easier to maneuver in close quarters, but at the cost of long-range accuracy."

    * Shoulder (+0 dam, +0% hit)

    "Shoulder for for a center mass shot."

    * Headshot (+10 dam, +15% hit, +range 10, 2 turns)

    "Slow down and evenly squeeze the trigger for a precision brain shot."

    * Low Shot (-10 dam, +0% hit, pushes back X based on marksmanship)

    "Slow down your enemy by aiming for the legs."

    Rifle:

    * Quick Shot (+0 dam, +0% hit)

    "Instinctively fire for a center mass shot."

    * Headshot (+10 dam, +20% hit, +20 range, 2 turns)

    "Slow down and evenly squeeze the trigger for a precision brain shot."

    Automatic Weapon:

    * Quick Shot (+0 dam, +0% hit)

    "Aim instinctively for a center mass shot."

    * Burst [variates with weapon] (+10 dam, -15% hit)

    "Fire a controlled burst."

    * Headshot (+7 dam, +10% hit, +10 range, 2 turns)

    "Slow down and evenly squeeze the trigger for a precision brain shot."

    Hand Held Explosive:

    * Overarm Throw (+0 dam, +0% hit)

    "Send the explosive arching into your enemy."

    * Underhand Toss (+0 dam, +50% hit, -10 range)

    "Toss carefully for a precision close range strike."

    * Lob (+0 dam, +10% hit, +10 range, 2 turns)

    "Get into stance for a hard throw."

    Launched Explosive:

    * Quick Shot (+0 dam, +0% hit)

    "Sight in for a rapid shot."

    * Crouch (+0 dam, +30% hit, 2 turns)

    "Crouch for a more stable shot."

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    02-06-2010 06:34 AM

    Posted By John_234 on 26-04-2010 01:56 AM
    Ah, thanks. Here it was:
    Fists / Brass Knuckles:
    *Jab (-2 dam, +15% hit)
    "A quick, light strike lacking in brute force."
    *Cross (+0 dam, +0% hit)
    "A hard horizontal punch."
    *Front Kick (+7 dam, -15% hit)
    "A full weight front kick."
    * Haymaker (+10 dam, +10% hit, 2 turns)
    "Prepare a powerful knockout punch."
    * Sweep Kick (0 dam, +0% hit, pushes back X based on strength)
    "Sweep the enemy off it's feet to gain some breathing room."



    I really like the idea of specialized martial arts moves. I learn MMA, and would like to add some more realistic ideas to the list, as well:


    *Straight punch (+8 dam, +15% hit, 1 turns)
    "A straight right."
    *Hook (+10 dam, +5% hit, 2 turns)
    "A hook to the face."
    *Elbow (+15 dam, -10% hit, 2 turns)
    "Muay Thai elbow to the face."
    *Knee (+20 dam, -20% hit, 3 turns)
    "Grapple the enemy, then slam your knee into his face from the clinch."
    *Roundhouse kick (+20 dam, -20% hit, 2 turns)
    "A Muay Thai roundhouse kick. Extremely powerful."
    *Snap kick (+15 dam, -10% hit, 1 turn)
    "Hi-ya!!"
    *Tsuki (+15 dam, -10% hit, 1 turn)
    "Karate punch."
    *Headbutt (+20 dam, -20% hit, 1 turn)
    "You hunger for some of my head? Here you go."
    *Armbar (+30 dam, -40% hit, 1 turn)
    "Grapple the opponent, then break off his arm."
    *Judo throw (+20 dam, -15% hit, 2 turns)
    "Grab the opponent, then slam him on the ground. Let's see if he can get up with a cracked spine."


    I wanted to add Rear Naked Choke, but zombies don't breathe. Anyway, most of the stats here I just made up on the fly, edit as you think is suitable.
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    13-09-2010 03:27 PM

    Just out of curiosity, have any of these features been added? Is there any sort of estimated timeline for the others?


    Posted By admin on 13-01-2010 07:18 PM


    • More advanced combat mode (updated):
      We are planning to upgrade the current combat system. This will include several "enhancements" to the current turn based structure and the aim will be to add more realism.




    1. Accuracy: accuracy will vary for each turn depending on range. The further away the lower chance of hitting. However some weapons such as scoped guns and rifles will be more precise in long range where as hand guns and shotguns will be less precise,

    2. Target body parts: You will be able to target different bodyparts including aiming for head shot, torso or shooting at the legs. Head shots will cause critical damage but require high accuracy. Shots to the legs will cripple the opponent decreasing the agility and move speed.

    3. Weapon damage variation and critical hits: Some guns will have “bonus” damage. F.x. shotguns will cause massive damage in close range while critical hits like a shot to the enemies head will be similarly deadly. (Weapon Class Bonus). Rifles will have a penalty at close range, neutral at medium and bonus at long range.Shotguns will have a huge bonus at close range, while a grenade and other explosives will have splash damage.

    4. More combat choices: different stances will give you different advantages and disadvantages. Proning will for instance increase your accuracy but lower your chances of fleeing.

    5. Weapon upgrades and durability. Weapons will need to be repaired over time (don’t worry they will durable) but you will also be able to upgrade them with bayonets, scopes etc.. (Upgradeable and breakable weapons)

    6. Quick weapon slots: We are considering offering two quick weapon slots to change weapons at no turn cost. This would allow you to equip say a long ranged rifle and a close combat weapon such as a baseball before going into battle.

    7. Single shot or burst fire: You will be able to select to fire singleshot or multiple shots on burst fire weapons.


     

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    13-09-2010 04:32 PM
    None of them are in the game yet. I think admin edit the post and remove the ones that are allready in the game so there is only ideas that are going to be implemented on the topic. They are all ideas for the future and they are all nice ideas to improve combat. I personally think this topic should be stickied to the top.
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    26-11-2011 12:01 AM
    1) Running Away

    Definitely needs some more depth. My suggestion would be to replace the current 'run' button (based solely on Agility) with a selection of 'maneuver' buttons whose success rate depends on an attribute plus the terrain:
    - Run (from agility) works best in terrain squares with big open spaces
    - Hide (from smarts) works best in close quarters with lots of cover
    - Some kind of 'activate machine' button, in terrain where a high technical skill lets you gain an advantage (hotwire a car, turn on a dock crane, pick a lock to find a temporary hide in a barricaded building square, create a temporary fire barrier etc)

    The success rate would be a range based on the terrain plus a bonus based on the governing statistic, so that you couldn't rely on maxing out one stat guaranteeing you safe passage out of a fight.

    I'd also love to see any of these 'run' buttons have their effect changed so that rather than a "you got away" or "you didn't" result, the success of the maneuver gained you space (added to the distance to each participating zombie). Thus you might need to combine several 'run' maneuvers to successfully escape, or you might be able to open up enough distance between slower zombies that just cutting down a single fast pursuer might allow an escape.

    With that in mind, different terrain types might have different threshold distances for successful escapes. Indoors, for instance, where engagement ranges are forced to be very close there might be a correspondingly small gap needed for the 'escape' button to appear (in place of the three 'maneuver' buittons above).

    Special items might allow one-use special maneuvers as well. A gasoline can might be spent to create a barrier and open space outdoors, or a padlock used to open up critical distance indoors (until they bust through the locked door to follow you).

    The goal here is to add some uncertainty to the chase. Getting cornered should be scary! You should only be able to use the 'run' button so many times in a combat before you're just plain out of puff, and need to rely on your smarts.
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    26-11-2011 01:59 AM
    Not a bad suggestion for a thread well over 1 yr old.
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