Overview of Combat
With the advent of the new Combat system on the Inquisition, fighting just got a great deal more complex and confusing. It has moved away from the automatic whittle-the-mob system to something which can approximate a personal duel. It has also become far more flexible. Unlike stock MUDs, levels no longer matter, only skill. It will also let you express a great deal more personal style making each player as different and unique as they deserve to be. It has, however, added insult to injury so far as the learning curve here is concerned. This document hopefully will clarify certain things and make everyone more familiar with it, especially the newcomer.
Here are some basic ‘facts’ that may differ quite a bit from how you conceptualize MUD combat. Every player deserves to have reality defined to them so that they can act accordingly. Many times something that ought to make sense does not, and things one assumes turn out not to be in the code.
Echoes of the Isles Combat Paradigm:
- Roleplay comes first. Don’t use the code at all, if you wish, although the new code allows for a great deal of roleplaying opportunities even during combat. (See help EMOTE COMBAT within the game)
- All fighting is In Character. You cannot ask to ‘ignore this, I am just experimenting with the code.’ You can be arrested for attacking mobs, executed for murdering them, permanently scarred because you wanted to try fighting a rat with your bare hands.
- Damage can be semi-permanent. It may take several weeks for a broken leg to heal; other wounds received may never fully heal. You will require medical attention if you are hurt.
- Echoes of the Isles is a levelless MUD. Rather than 'levels', your abilities are dependent upon the experience of your character. If you have applied yourself extensively to training for combat, you will be better than someone who has not.
- Weapon Objects are realistic, in the sense that they cover a narrow range of effectiveness. Mostly one can determine the quality of a weapon by the metal it is made from; steel is better than iron is better than bronze. For the most part, a better material weapon holds up better with sustained use and can be slightly more effective by being lighter, or holding a better edge. No weapon or object will ever overshadow skill.
- Armor Objects follow the same general system with the following caveat: Armor is far from required or necessary; in fact it can interfere. In some systems it is in your best interest to stack on as many items as possible and to wear the heaviest armor you can afford. Not so here; Plate (besides being expensive) significantly curtails your flexibility, and requires a player to be appropriately built.
- Other Equipment has a minimal effect, with the possible exception of Quest Items. There are no ‘magic hats’ that add to all your statistics or the like. Buy rings and necklaces, but do not expect them to add to your code-effectiveness.
- Statistics do matter; every effort is made to make each statistic bear equally but differently.
More specifically:
Two equally skilled fighters will poke and jab and fight back and forth for quite a while without hurting each other. They are both putting their own life and health first and attacking second.
Damage is not calculated after as a separate entity to a ‘to-hit’. The amount of damage delivered is dependent on how well the strike got through.
Every weapon is useful. Daggers are not just swords that do less damage. They have qualities of their own that make them superior in some ways.
There are so many different facets to the system it would be nigh impossible to master them all; therefore everyone has a weakness.
How Statistics Matter:
A strong combatant is better at getting their attacks through opponent’s defenses, overpowering them. They also can deliver more vicious blows, if required, to do more damage when connecting.
A dextrous combatant is better at avoiding strikes in the first place. They also move better, being more economic in their movements.
A combatant with a high constitution will last the longest. They can take more damage, fight longer and harder, resting less often. The more complex the attack, the more energy it takes!
An intelligent combatant is best at feint and counter feint, and can attain a higher tactical position advantage, being able to formulate the most complex plans. They also can make more opportunities to act, by jockeying for position.
A wise combatant learns the most from fighting. In the long run, they will have the highest skills. They also are hard to cheat against.
A charismatic combatant has the strongest will. They can ignore the pain and continue fighting. They can force themselves to concentrate in the heat of battle, keeping an edge in position.
Long Term Advice
Style is the key. To have an effective, cohesive style is to make one a good combatant.
You must start by narrowing down the field.
Pick a weapon, and then pick a stance appropriate for that weapon. Then, make sure to work on having the best skills that match your primary, secondary and tertiary defenses for that stance.
Next, try to get a good secondary technique that fits any weaknesses you might have.
This is a bit vague, of course, the specifics will depend on you and your statistics and personality.
Some examples:
A poor agile youngster might choose dagger as their weapon, then spider stance. This makes the most out of being agile, and minimizes their size disadvantage. They don’t need anything, no armor, no shield, not even a second dagger. Footwork, Dodge, Parry. They decide to work on Trip, hoping to drop their opponent and escape when possible.
A mercenary might choose rapier as their weapon, then snake stance. A little light armor, maybe a matching main-gauche for their off-hand, and they can devote themselves to being an artistic fencer. Feint skill fits best, which is why they choose to master cheating, figuring no one would expect it.
An old, world-weary ex-soldier turned farmer might choose Staff as his weapon and Horse stance. After working up their parry skill, they would make sure their disarm skill was high, figuring they could intimidate the weaponless foe and avoid shedding more blood.
A hardened Isleguard might choose mace as their weapon, Scorpion as their stance. When out on patrol or hunting criminals, they will have their shield, and probably some chain armor. They will back themselves with Cheat, as it is also used to defend yourself against cheaters, since they deal with lowlifes and desperates.
Great, that’s good tactics for, but what about against?
Tactics Against Different Styles:
If you’re fighting the youngster, wait patiently for him to close with you (chase him around, you’ll just tire yourself) and then send him sprawling. Then strike quickly since it is much harder for him to use footwork or dodge while on his butt. He can still parry, but that dagger will go flying or break if you hit hard enough. Get him in an enclosed space and he’s yours.
If you are fighting that mercenary, watch for the feint (which was why he doesn’t bother with it) until you figure out that he’s feinting having feint. (natch). Match your weapon up against his and stay out of medium range. He’s going to be putting up a blistering defense, and his attacks will not take much out him to leave him undefended. Beat his weapon, or feint him for your opportunity, be content with a little nick if you can get it. Use something edged or pointed; a little bleeding will make him desperate.
The ex-soldier will be a tough nut to crack. Your best hope is breaking that staff if you have an axe or a heavy weapon and the muscle to back it up. Cheat if you know how, press the attack, he’s going to beat you senseless if you give him the time to.
The Isleguard is a going to be patient and methodical. Get in close or stay far away and make him come to you. Come in fast with a feint and strike low for those legs!
Stances:
- The Standard stance is very straightforward and balanced. It does all things equally well, and has a good defensive sequence. Anyone using the Standard Stance without a shield is missing their Tertiary defense, which, while not crippling, is a weakness.
- The Monkey stance is designed for two-weapon combat. It has the cheapest off-hand attack rates and uses both weapons to defend with.
- The Snake stance is a fencing stance. It uses maneuverability to keep the range appropriate and uses thrusts to attack with.
- The Scorpion stance is a shield towards enemy, weapon held high and behind stance. It is particulary effective with swinging weapons like maces and axes. This stance protects the weapon from disarming and breaking, keeping it back until used.
- The Horse stance is designed for two-handed weapons. It has the cheapest single-weapon average. It uses footwork, parrying, then dodging to get out of the way.
- The Spider stance is a maneuvering stance. It is the easiest to move from and only it’s Tertiary defense even uses contact. It is designed for when high mobility is important.
- The Turtle stance is a defensive stance. Shield Primary, Parry secondary, it is the sword-and-shield, heavily armored stance of choice.