• Asharena

    A turn-based 3D combat-action strategy RPG inspired from Valkyria Chronicles, in an ancient warfare/fantasy combat setting.

  • Factions & Classes

  • Attributes (Depreciated)

  • Abilities (Depreciated)

  • Combat (Depreciated)

  • Blitz Battle System Design

  • Riddle of Steel Combat Integration Notes

  • Turn-flow (Depreciated)

  • Potentials (Depreciated)

  • Other similar games:

    • Mordheim: City of the Damned
    • Divinity: Original Sin
    • Valkyria Chronicles
    • Code Name: S.T.E.A.M.
    • Shining Ark
    • Shining Blade
  • All factions contain specific character classes.

    NOTE: Subsections beyond this section needs to be converted/altered a bit to fit Riddle of Steel stat system…but the classes still stand.

  • Pirate

    • Pirate Captain
    • Sniper
    • Skirmisher
  • Crusader

    • Knight
    • Man-At-Arms
    • Archer
  • Viking

    • Huscarl
    • Gestir
    • Halfvlik
  • Gladiator

    • Flammite
    • Samnian
    • Dimochai
    • Slavus
  • (Depreciated in favour of Riddle of Steel)

    The attribute system currently is based off the game Divinity: Original Sin, with some slight differences.

  • Strength:

    • Boosts Man-at-arms skills
    • Determines chosen attack speed of all strength-based melee weapons (best chance to hit) and chosen damage of all other melee weapons (a higher base damage).

    Dexterity:

    • Boosts Ranger skills
    • Boosts Scoundrel skills
    • Determines chosen attack speed of all dexterity-based weapons. (best chance to hit)
    • +1% Critical chance per point above 5 for melee weapons

    Constituiton:

    • Affects stamina significantly (70% of margin)
    • Affects health points

    Intelligence:

    • Boosts all magic skills
    • Determines chosen speed (best chance to hit) and damage (higher base damage) of magic-based weapons.

    Speed:

    • Boosts Evasion skills
    • Affects Movement speed
    • Affects stamina marginally (30% of margin)

    Perception:

    • Affects ranged accruacy
    • +2% Critical Chance per point above 5 for ranged weapons
    • +1% Critical chance per point above 5 for melee weapons
    • Affects sight range detection/hearing
  • (Depreciated in favour of Riddle of Steel)

    Warband Skills: (Tree)

    Some of the skills under these abilities are based off the game Dragon Age: Origins. This is just a rough list.

    Completely non-direct assignable skills are marked with asterisk.

    One-handed melee *

    (uses best-held weapon’s assigned points for this skill)

    • Precise striking
      • Perfect striking
      • Bypass strike

    Firearms *

    (uses best-held firearms’s assigned points for this skill)

    • Aim Firearm
      • Crippling bullet
      • Pinning bullet
      • Headshot

    Archery *

    (uses best-held weapon’s assigned points for this skill, either Bow or Crossbow)

    • Melee Archer
      • Bow Blade Strikng
    • Aim Bow
      • Pinning Arrow
      • Crippling Arrow
      • Shattering Arrow
      • Critical Arrow
        • Slaying Arrow
    • Scattershot
      • Rapid Burst shot
    • Lob shot
      • Lob scattershot
        • Rapid Burst Lob shot
      • Rain of Arrows

    Two-handed melee

    (uses combined average of best-held weapon skill points and assigned points of this skill itself)

    • Mighty Blow
      • Stunning Blow
      • Sunder Armour
        • Destroyer
      • Slaying Blow
    • Pommel Strike
    • Successive Heavy Swing
      • Sunder Arms
      • Powerful Swings
        • Onslaught
        • Reaving Storm
    • Two-handed Sweep
      • Two-handed Low Sweep
      • Two-handed impact

    Dual-weilding Melee

    (uses combined average of best-held weapon skill points and assigned points of this skill itself)

    • Dual Strike
      • Dual Swing
        • Dual Sweep
        • Dual Side Swings
          • Whirlwind
      • Dual Stab
    • Successive Swings
      • Riposte
        • Punisher
      • Dual Weapon Flurry
      • Dual Swing Momentum
    • Successive Stabs
      • Dual Tactical Stab
    • Dual Parrying
      • Dual Parry Defense
      • Versatile Dual Parrying
      • Dual Parry Counterstrike

    Ranged Tactics

    • Support Fire
    • Multi-targeting
    • Suppressive Fire
      • Fire & Manuever

    Shield

    • Shield Bash
      • Shield Stun
        • Shield Knockdown
          • Shield Overpower
      • Cleaving Shield Bash
        • Shield Shove
          • Cleaving Shield Shove
    • Shield block
      • Shield Tactics
      • Shield Wall

    Martial

    • Kick
      • Pushback Kick
      • Stunning Kick
        • Knockdown Kick

    Evasion

    • Barrel Roll Sideways
      • Barrel Roll Back
    • Hit the Dirt
      • Crawl & Roll Dodge

    Grenade

    • Lob Grenade Sideways
    • Lob Grenade Overhead
  • Warband Divine Specialist Abilities: (Tiers)

    These abilities are based off the game Divinity: Original Sin.

    Man-at-Arms

    Scoundrel

    Ranger

    Hydrosophist

    Aerotheurge

    Pyrokinetic

    Geomancer

    Spiritmagi

  • Warband Defensive Abilities

    These abilities are based off the game Divinity: Original Sin.

    Armour Specialist

    Body Building

    Willpower

  • Warband Weapon abilities (Tree)

    Training in the respective weapon abilities will marginally increase the bonus damage of all such weapons being used. Works according to the rules in Divinity: Original Sin game, but goes into actual weapon types rather than Divinity’s generic “1-handed”/“2-handed” abilities, for better roleplaying of class roles.

    This is just a rough list.

    Dagger

    (All forms of hilted bladed weaponary of short length.)

    • Backstab

    Sword

    (All forms of hilted bladed weaponry of medium to long length.)

    • Bladed cleave
    • Stab and Slash
    • Double Swing
    • Sword Throwing

    Axe

    (All forms of axes consisting of a medium to large blade.)

    • Throwing Axe

    Spear

    (All forms of polearms with small-to-medium pointy blades.)

    • Throwing Spear

    Blunt-Weapon

    (All bludgeoning weapons. Clubs, hammers, maces, you name it.)

    Staff

    (All blunt/minimal-bladed polearms of relatively light weight.)

    Bow

    Crossbow

    Shotgun

    Rifle

  • Warband Specialist Skills (Tree)

    Keg

    • Lift & Drop Keg
      • Lift & Throw Keg
    • Prime Keg

    Parrot

    • Parrot Strike
    • Release Parrot
      • Return Parrot

    Sniper (Specialist potentials)

    • Moving Targets
      • Opputunist
    • Damn Good Ground
    • Low Profile
    • Double Tap
    • In the Zone
    • Eagle-eye
      • Headshot focus
    • Executioner
  • Non-combat personal abilities

    These abilities are based off the game Divinity: Original Sin. Currently, they are of no use at the moment unless there’s an actual non-combat storyline/quests to go along with a particular Asharena gamemode.

    Trade

    Blacksmithing

    Loremaster

    Crafting

    Seamanship

    Bartering

    Personality

    Etiquette

    Charisma

    Leadership

    Rogue deeds

    Sneaking

    Lockpicking

    Pickpocketing

  • (Depreciated in favour of Riddle of Steel, though including this in one way of the other might be possible…)

    Combat Statuses

    • Disoriented
    • Stunned
    • Knocked Down
    • Poisoned
    • Bleeding
    • Warm
    • Burning
    • Petrified
    • Wet
    • Chilled
    • Frozen
  • Tactical action turn-based shooter/RPG system


    Below are rules that universally applies to all games using the Asharena battle system, which is inspired from BLITZ battle system used in Valkyria Chronicles.

    (Depreciated in favor of Riddle of Steel rules). Note that Riddle of Steel mechanics differ from this. This is still kept as a reference for basic Blitz battle system design in general.

    Basics:

    Similar to Valkryia Chronicles, with ranged units that can deal interception fire if they are put on some form of overwatch. (or this is done automatically, depending on the nature of the game and whether there’s cost assosiated with firing…).
    However, enemy reaction triggers only happen when “real”-time passes while your unit moves. Ie. The clock doesn’t tick continously outside of your control. Thus, this allows you to move about and plan (in auto-paused time) without needing too much twitch action like in the original Valkyria chronicles. Think of it like a RTWP (real-time-with-pause) game, without needing to manually pause, since the game is automatically paused and only automatically progresses forward with your movement, and also incorportating turn-based elements.

    Movement controls can be point+click based, or using an actual character controller.

  • Movement limits:

    Movement limits is subjected to Movement Points. Movement Points might be combined with action points for certain special actions.. Using certain actions might require limiting movement points available at hand.

    Movement points determine the movement region (typical turn-based games like X-Com showing a region of movable areas), or the total distance you are allowed to traverse before you are forced to stop (Valkyria Chronicles style).

  • What is loitering?:

    During a unit’s turn, the act of moving a unit back and forth indecisively, waiting, or moving through seperate longer routes rather than 1 shortest path towards a given destination.

  • Mutual Overwatching Engagements:

    Approximating mutual 1-to-1 engagements (NOTE: some units have higher aggro by default and can draw multiple engagements against him).
    Determining this is based on which opposing units are mutually closest at a given time of exposure.

  • Overwatch Targeting States:

    • No LOS to moving target
    • Got LOS to moving target, but mutually engaged with another close-by unit.
      • Got LOS to moving target and is mutually/non-mutually engaged to the target.
    • Got LOS to moving target and isn’t engaged, so he’s placed in Free reaction queue.

    Every targetter/target pair has a single overwatch targeting state.

  • Actively Targeted Overwatched:

    Allows a manual “watch” action on a target or focused region, so will consider it as being engaged to the target if the target is activated for movement during the enemy’s turn. For such a situation, it only takes 1 valid exposure to deal fire.

  • Overwatch Priorities:

    Among those who are eligible to fire within an overwatch exposure, the one chosen to deal fire goes in the priority order of:

    Exposure:

    • If on Overwatch, Exposure is greater than 50%.

    Obligation:

    • (Retailiatory phase only.) The target is engaging the aggro at closed effective range within the retailiatory phase and is exposed at greater than 50% while the rest do not meet 50% exposure requirement.
    • Actively Targeted Overwatchers engaged to the moving target
    • Mutually auto-engaged overwatchers to moving target up to a certain level/aggro-limit by distance. (first level, for sure.)

    Urgency and Opportunity:

    • Those with LOS to target within Free Reaction queue.
      • Target is at very close range (will fire promptly for next spot-check rather than next exposure)
        OR
      • No other target can be seen targetable and the sole target at closed effective range. (will fire promptly for next spot-check rather than next exposure)
        )
        AND
      • Capacity to fire, calculated with the availability of rounds in magazine, fire-rate, etc.

    Lack of Aggro Response, Need at least One (may not be included)

    • Any mutually engaged unit to another target that may wish to change target to the moving one, assuming moving target hasn’t taken fire yet (or hasn’t taken enough fire to meet the moving target’s aggro limit), and the target lies pretty close within effective range.
      • The amount of potential current targets being watched. (less targets is better)
      • Uses similar priority order for Urgency and Opportunity.
  • Urgency and Opportunity - Free Reaction Queue:

    Arrangement of those in Free Reaction Queue are based off the overwatcher’s carried weapon’s Anti-Reaction rating, in ascending order. This is basically determines “Capacity to Fire”.

    The formula is just a rough aggregation to determine what kind of units prefer to react first based on several weapon types, ranging from automatics, semi-autos, loaded bolt/pump action, single-shots etc., and which units would rather react later. Normally, single-shots react last and automatics reacts first.

    Number of Rounds Left In Magazine = Total Ammo Available Loaded - 1;
    TimeItTakesToExpendEntireClip = Number of Rounds Left In Magazine / AverageRoundsFiredPerSecond

    TimeInBetweenshots = ( Total Reload time of Weapon if Only 1 round left to fire) or ( 1 / AverageRoundsFiredPerSecond)

    Anti-Reaction rating = CapZeroOrHigher(Total Reload time of Weapon - TimeItTakesToExpendEntireClip) + TimeInBetweenShots + TimeInBetweenShots/0.3

    All time units in the formulas are in seconds.

  • Steps:

    A full step is the diameter of a person footstool, is basically 32 units ingame for a human-sized unit.
    A half step is the radius of a person’s footstool, is basically 16 units ingame for a human sized unit.
    Grids usually run in half step resolution.

  • Spot Testing:

    Spot testing is a quick spot-check on a target to determine if he’s currently visible or not. If the current spot on the target being spotted is no longer spottable, a full exposure check is done ( in order of points closest to center of mass). If the target is not spotted yet, only a single spot check ray is done at a random spot. Thus, this is mostly an “early-out” case.

  • Exposure Testing:

    Spot/Exposure testing is done at the global smallest time interval resolution of every 2 half-steps made in regular running speed (which is 0.21333 seconds ) among all watchers, including at the very start of a turn.

    Analysing of full exposure percentage for a target (ie. Exposure Testing)… (to be considered for firing or adding to exposure count) is only done among watchers that meet the given requirement of accumulated time met after spotting (reprepsentative of the time to actually aim and aqquire on the target). Otherwise, an early-out Spot Test suffices only.

    When a target moves, each exposure test will update the overwatch state of all enemy overwatchers on that target. An exposure test is immediately followed by any enemy reaction fire trigger pulls if the overwatchers passes the “Conditions to pull the trigger on target”.

    • Digital Grid
    • Analog Pin
      (The above doesn’t penalize loitering within a small region. Requires traversing across a certain thresholded distance in order to yield an exposure test. This means a unit can safely loiter about within a approximately half-step torwards full-step sized region, without triggering enemy fire.)

    • Analog Loiter
      (The above means any form of movement or waiting across full-step distance time will trigger an exposure test each time. This penalizes loitering in any form.)

    Exposure testing occurs at a resolution of 0.64 seconds. For a guy that is running at regular speed, which is set to a standard 150 units per second, it takes at least 96 units of such movement to yield a single exposure, which is slightly over a 3 feet stride. The number of half- steps required is Math.round(0.64*movementSpeed)/16. At regular speed, it’ll take 6 half-step worth of movements/time to trigger an exposure test.
    RUNNING 150 units = 6 half-step = 96 movement units exposure
    SPRINTING 240 units ~= 10 half-step ~= 160 movement units = 153 movement units exposure
    SLOWWALK 60 units ~= 2 half-steps ~= 32 movement units = 38 movement units exposure
    For Grid and Pin, the minimum movement units required in any situation for an exposure test is always capped down to 2 half-steps always (ie. 1 full step). Exposure tests cannot go lower than 2 half steps.

  • Exposure Requirement:

    To suffice an exposure count:

    • For overwatch fire, needs anything greater than 50% exposure.
    • For suppressive fire, needs at least 5% exposure or more.

    A shield being actively raised up also mitigates the exposure. Eg. shield that covers 50% of the body is considered 50% mitigitation exposure regardless.
    Any artificial shield being applied also has an innate exposure mitigiation rating.
    This means that overwatch will not trigger for the above shielded cases, but suppressive fire will.

  • Aggro:

    Aggro settings can be set on known targets, or on certain target types. Default is 1 for all targets. Aggro determines the amount of priortized aggro engagements allowed on the target. An Aggro of zero means the target will be ignored completely.

  • Conditions to pull the trigger on target

    Requires conditions:

    • Have 2 consecutive exposures or more, meeting exposure requirements.
    • Be ready to pull trigger, not currently on some cooldown like sustaining trigger fire, bolting, or reloading.

    Who fires within the exposure?

    • Those that still has ammo in the magazine after firing just now, can re-sustain their fire again.
    • Among the rest, the next top priority overwatcher joins in the firing for that given exposure.

    Among non-single-shot weapons, this can result in an escalation of gunfire onto the target as time progresses.

  • Rounds fired per trigger:

    No sustained fire.

    • Single-shot: 1 shot
    • Semi-auto: 1 shot
      Sustained fire
    • Burst: 2-3 shots or vary, depending on weapon
    • Auto: 5-10 shots or vary, depending on weapon

    Sustained shooters will temporarily stop firing when:

    • All alloted sustained rounds are fired out.
    • Target exposure lost, or target dies. (may still trail off several remaining rounds, depending on the type of weapon)

    Sustained shooters will stop firing and begin reloading when:

    • Ammo bleeds dry.
  • Time Elapsed For Game Enemies per Spot-check :

    This affects the enemies’ ability to fire by dealing with the cooldown times of the enemy such as reloads, and any personal reaction delays that may exist among enemies in the Free Reaction Queue. The timings are depleted based on the time that has elapsed accordingly. Elapsed time is calculated as:

    • TimepointsMovedSinceLastSpotCheck ? Min(LoiterTimeMovedSinceLastSpotCheck, TimepointsMovedSinceLastSpotCheck ) : LoiterTimeMovedSinceLastSpotCheck
      or
    • LoiterTimeMovedSinceLastSpotCheck

    The 1st option penalises loitering up to a certain amount when it comes to giving the enemy extra time for cooldown. The 2nd option penalises loitering completely when it comes to enemy cooldowns.

  • Time Removed For Movement Region per Trigger:

    There are 3 options which can determine whether/how movement region of the actively targeted unit is depleted due to coming under such suppressive fire. This can force a unit to be pinned down as a result, or fail to reach it’s destination in time.

    • None
      or
    • TimepointsMovedSinceLastTrigger
      or
    • TimeRemovedForMovementRegion: TimepointsMovedSinceLastTrigger && !within(xy=1)GridUnitDistance ? Min(LoiterTimeMovedSinceLastTrigger, TimepointsMovedSinceLastTrigger) : LoiterTimeMovedSinceLastTrigger

    Both 2nd and 3rd option artificially decreases movement region space, forcing a player to be pinned down and preventing him from reaching his destination at all costs. The 1st option gives the player a choice of deciding whether to continue moving on or not, considering the risks involved and actively deciding to be pinned down rather than artificially being forced to stop.
    Only the 3rd option penalises loitering, particularly if you stick within the same spot and don’t move out fast enough before the next enemy trigger.

  • Suppression fire vs Overwatch Fire:

    Suppression/Overwatch fire are all under interception fire, which has reduced accruacy and no critical damage.

    Unlike Overwatch, Suppression fire enforces:

    • Must be manually triggered on a visible target during an active turn, or a focused zone with targets within it.
    • Analog Loiter for exposure testing.
    • LoiterTimeMovedSinceLastSpotCheck for time elapsed for game enemies.
    • Only 1 exposure of >5% exposure is required.
    • Will add some loiter time when active unit goes into target mode, and will always yield an exposure test on the active unit, potentially shooting at it.
  • ((DESIGN IMPLICATIONS:))

    Active Fire/Strikes:

    • critical damage available
    • ability to be combined with support fire on a single target as special ability

    Opputunity Fire:

    • No critical damage
    • May involve certain accruacy/effectiveness penalties.
    • Multiple fire on a single target while it’s moving, and usually single fire on a single target while it’s attacking.

    Interception Fire:

    Player is rewarded for:

    • Having an advantage in not loitering, ie. quick decisive shortest path movements rather than hesitative back/forth/run+stop movement when potentially facing enemy interception fire.

    • A bit of twitch thinking and controller-based movement on the player’s part:

      • Quick-thinking on the spot on deciding whether to stop movement (to either retreat or end turn) or continue running in the face of receiving interception fire in order to get a slight time advantage.
      • Running to cover at the last minute to avoid getting hit, or deciding to run through cover to avoid hits.

    NOTE: An “easy-auto-pause” mode can be used during enemy reaction triggers, but this operates under click-based movements rather than controller-based movement.

    Player doesn’t require twitch gameplay in:

    • Having to “End turn” fast because the enemy doesn’t react in real-time ticker, but only reacts while movement is being made.

    All triggers must resolve before the player can end turn or trigger an action during a turn.

  • Opputunity Attacks with Melee

    Melee engagements:

    Once you get within engagement range of a melee aggro unit, a sort of combat circle surrounds you.

    MELEE OVERWATCH:
    Similar to current system used for Ranged Overwatch, omitting out range considerations and considered all “very close” by default. Mode is always using Analog Loiter and Suppressive fire.

    • If melee aggro is on overwatch, he can pre/post-emptively strike you if loiter time has passed met requirement for the weapon swing impact time to hit you. Cover bonus against melee is halved.

    Melee overwatcher being attacked is priortized over others.


    MELEE OPPUTUNITY ATTACK:
    Exiting the combat circle of a melee aggro

    • If not cautiously disengaging (slow back-pedaling/strafing) while facing the aggro, free quick opputunity attack thrust given to melee aggro.
    • Any existing pre-emptive MELEE OVERWATCH attacks on the target also needs to be resolved.

  • Balancing Attacker vs Defender turns:

    Attacker turn:

    • Critical damage
    • Special abilities (Support Fire as part of it)

    Defender turn:

    • Interception Attacks. Upon loitering/moving, can respond via multiple attacks
    • Retailiatory attack(s)
  • SUMMARY OF REACTION FIRE RULES AND ADJUSTABLE PARAMETERS FOR BALANCING:


    Balance turn Scheme:


    Turn-based, I Go- You Go team based as a standard sceheme.
    Thus, active side will be quite powerful with the ability to deal critical damage and special abilities. This is counterable with reaction fire in the form of overwatch/suppression/retailiatory fire. However, higher damaging actions usually use up more time, which can mean potentially more reaction attacks on the enemy’s part. But generally, the active side will still have the overall advantage of initiative and killing/damaging power so that camping is discouraged. Movement must still be encouraged by ensuring interception fire isn’t too overpowered, and allowing ways of overcoming it.

    Adjustable balance parameters:

    • CPs. Similar to Valkyria Chronicles. CP(s) is used to control a unit and perform 1 action for the actve side, or perform some global order buff/action. The team with the first turn opening advantage will start with half less CPs, or the team that runs on the next turn at the starting phase will have double the CPs over the team with the first turn advantage.

    • Give between 0 - 0.215 seconds aggro time elapsed globally per CP used for a different unit?

    • For simplicity, provide free reloads of all ranged weapons at the start of every phase? If not, there needs to be an option to hold fire for weapons, or automatically hold fire once ammo reaches down to a certain limit. Overwatch fire control options become more important in such a situation.

    Alternative/additional balancing methods:

    • To further mitigitate first turn advantage, an initial WE-GO scheme setup with limited movement deployment regions between the forces can be done as part of first encounter, allowing both sides (or only the defending) to position themselves and set up necessary reaction/suppression fire accordingly before proceeding to the I-GO, U-GO scheme.

    Overwatch Fire:

    • 2 Exposures of anything above 50% is only required.

    Adjustable balance parameters:

    • Sentinel :: Default On. Usually On. Provides consecutive multiple shots instances as much as ammo capacity allows for unit
    • Covering Fire (X-Com 1) :: Default On. Usually On. Can be involved in firing back at enemies even while the enemies are engaging other targets,and even if enemies are firing from behind cover.
    • Automatic Reserved Overwatch: Will draw a minimum of 1 or more (depends on aggro rating of unit) forced engagements at the closer end of effective range per unit. Forced engagements are reserved targets for overwatch. Therefore, presenting more units exposed to the enemy may be good in lowering the reaction fire of against a moving unit by presenting units to them. Determining this is based on mutual nearest distance between mutually engagable targets. Number of passes in determing forced engagements is adjustable.
    • May involve a certain accruacy penalty.

    Retailiatory Fire:

    • Retailiatory Fire TimeElapsed: Target Mode + Trigger Time
    • Min 1 Reacting Unit: from next best Interception Fire in after Retailiatory Fire TimeElapsed OR engaged target.
    • If Covering Fire mode is enabled, 1 Exposure of anything above 5% is only required for next best Interception Fire.

    Adjustable balance parameters:

    • Max Reacting Units based on aggro rating of unit, but usuaully all will only have aggro rating of 1 per unit.
      OR
    • Max Reacting units based on trigger time being used for weapon. Thus, single shots will yield less exposures.

    • Certain units like Ranged units may not have this feature , or may only have this feature against other ranged units only (thus providing melee attacks an advantage over ranged in not having ranged retailiatory fire against melee attackers).

    Suppressive Fire:

    • Must be manually targeted to enable this mode. So, uses CP.
    • Interception Fire TimeElapsed: Target Mode Time (doesn’t apply to melee targets)
    • Retailiatory Fire TimeElapsed: Trigger Time (doesn’t apply to melee targets)
    • 0 or 1 Exposure of anything above 5% is only required.

    Adjustable balance parameters:

    • A certain Accuracy penalty imposed.
    • When Retailiatory fire occurs while Suppressive Fire is enabled, it interrupts trigger time of active targeter, forcing unit to fire off 1 shot only or less than intended shots.
    • Can reduce accruacy of targeter if suppressive fire rounds fired off during target mode, particularly if targeter is already suppressed.

    Targeted Overwatch:

    • Must be manually targeted to enable this mode. So, uses CP.
    • 0 or 1 Exposure of anything above 50% is only required.(Maybe use 1 for multiple targets)

    Global weapon settings:

    ( Urgency Close Range ) - For dealing fire urgently. Also the lowest range possible for all ranged weapons in game.
    ( Effective Closing-In Range ) - Halfway between Effective Range of weapon and Urgency Close Range

    Per weapon settings:

    Minimum Range - Some weapons have a minimum range so if the enemy gets too close, you need to shove them forward first before being able to trigger the weapon’s primary attack.
    Effective Range - It’s all dependenant on the user’s accruacy within effective range
    Maximum Range - From effective range to maximum range, the accruacy and damage diminishes for ranged weapons down to 25% of it’s damage and 10% of accruacy. Percentages are adjsutable.

    Balancing melee weapon reaches:

    Adjustable balance parameters:

    • Critical chance base
    • Critical Damage
    • Critical ranges (by default not included. May not be included in as it adds unnecessary complexity)
    • Time to swing
    • Armor mitigation

    Shorter reached weapons usually have slightly shorter time to swing, critical capabilitity, and armor piercing. However, longer reach weapons may have higher weight and thus higher base damage, and higher reach. Long reach weapons may also have a minimum range limit imposed.

  • Total checklist of adjustable parameters:

    Turn Parameters:

    Retailiatory Fire Parameters:

    Interception Fire Parameters:

    Overwatch Fire Parameters:

    Targeted overwatch

    Suppressive Fire Parameters:


    Turn variations:

  • Roadmap

    BASICS:


    ADVANCED:

  • Melee combat system:

    Human footbase: 32 units
    Human unit base: Somewhere between 32 units to 48 units. Used for collision detection.
    Human engagement range: Depends on the range of the melee weapon, usually around at 128 units on average between human sizes.
    Human engagement safe-range border: Also known as Zone of Control. Human engagement range + half of human footbase distance.

    When you exit out of human engagement range of an enemy, or do so halfway towards human engagement safe-range border, an opputunity attack is always potentially available for the enemy to take.

    Enemy engagement safe-range border drawn as a circle known as “Zone of Controls”. You can wander freely around this border without drawing any reaction attacks from such units, similar to Mordheim City of the Damned, where iuter movement clipping is enabled for these Zone of Controls, and you cannot enter the Zone of control of an enemy unit until you choose to engage him via a melee attack that causes you to enter that zone of control. Additionally, unlike Mordheim City of the Damned, you can manually engage him via action-style Dark souls locking-on, causing the zone of control to be unlocked and you can enter it. Note that loitering within the effective maximum range of the enemy weapon can yield a free stationery ambush attack from the melee unit.

    Effective melee weapon ranges are clamped to approximate multiples of 16 game units, which is half the distance of human footbase.

    All weapons have 3 stats:
    Effective maximum range: Effective range of the weapon which determines the Human engagement range radius and Zone of Control.
    Effective minimum range: Effective range of the weapon. Used as a closed-in charging attack distance limit at times.
    Minimum range: Range of the weapon capable of dealing a proper attack with it. If you are carrying such a weapon, you cannot move in closer beyond this range boundary to a targeted enemy, but you can move out of it, which is necessary if you need to deal a proper attack with the given weapon.

    The nature of melee attacks :

    When you go into target mode, attack choices are given descriptively according as below that provides a combination of auto-manuevers to accompany your attack:

    Spring attack:
    Available if your weapon range can’t reach the enemy and you are at the enemy’s Zone of Control border or within it, but can still reach the enemy within a human footbase distance. Lunges forward by the required amount (up to a maximum of a human footbase or half of it) to strike at enemy, than springs back into the original position. Prone to counterattack from enemy. This will form a combat engagement between you and the enemy. Allows disengaging from combat with the least risk particularly if you are at the enemy’s Zone of Control border or if you want to minimise a unit’s chance of escape.

    Closed-in Charging attack:
    Available if your weapon’s effective maximum range is usually shorter than the enemy’s and there’s room to move in closer to the enemy to either meet your weapon’s minimum range if it’s shorter than the enemy’s, or else towards your effective minimum weapon range. This will form a combat engagement between you and the enemy. Disengage with more risk for both you and the enemy due to the closer range of the engagement. Not prone to counterattack if your position goes beyond minimum range of enemy’s weapon, and will attempt to move in as close past that range in order to deal such an attack if possible. A common tactic used against spears. If you get hit while charging, the charge is deemed failed.

    Charge-in attack:
    Available if you can’t reach the enemy and you need to rush in to meet your weapon’s effective maximum range against the enemy. This will form a combat engagement between you and the enemy. This can potentially be safer for dis-engaging compared to closed-in charging attack which can require you to move further in. If you get hit while charging, the charge is deemed failed.

    Opputunity attack:
    Occurs when you attempt to disengage from combat against the enemy, or happens to run out of the Zone of Control of an enemy. Bonus effectiveness of disengaging opputunity attack affects the chance to hit and higher chosen damage bias, and is determined by the amount of extra straight-line distance traversed within the opputunity attacker’s zone of control before exiting out of it.

    Reach attack:
    Available if your weapon range is higher than the enemy’s weapon range and you conduct the attack at a safe range. Not prone to counter attack. This will NOT form a mutual melee engagement between you and the enemy, but the enemy will be engaged to you and is susceptible to your opputunity attacks if he chooses to exit out of the engagement on his turn. Spears are such weapons.

    Regular attack:
    Available if your current weapon can attack the enemy from your current position without further movement, and the enemy’s weapon’s range can also reach you. Usually happens if both units have the same weapon ranges. Susceptible to counterattacks. Forms an engagement beween you and the enemy. Susceptible to opputunity attacks if you disengage.

    Back-off and attack: (might trigger an opputunity attack, and this is stated)
    Available if you are too close to the enemy to deal an attack, and need to back off more just enough (if there’s space available) to deal an attack.

    Back-pedal and attack: (might trigger an opputunity attack, and this is stated)
    Available if you can afford to move further back towards your effective range to deal an attack.

    Shoving attack:
    Available if you are too close to the enemy to deal an attack, and need to attempt to shove him forward. Deals a bit of damage, but primarily to shove the enemy.

    Balancing longer reach vs shorter reach weapons:
    Longer ranged melee weapons may be better in general in terms of the overall reach and weight for damage, but shorter ranged melee weapons have higher critical chance and potentially better critical multipliers.

  • This section contains rules specific to realistic/fantasy medieval settings, where The Riddle of Steel combat mechanics can be used over together with existing Battle System involving units/movement.

  • Flowchart Diagram describing turn-flow integration with TROS combat mechanics.

    (Depreciated. But can be kept as a general reference)

    https://raw.githubusercontent.com/Glidias/Asharena/master/bin/riddle/img/asharenatable.png?edited

    *Legend:

    • Purple: Conditional events that might happen at any given time at that given juncture. Such events aren’t forced to happen and can be foregoed.
    • Yellow: Switch-case resolution, only one of the events must occur.
    • Red: A definite resolution that causes player to lose initiative.
    • Green: A definite resolution that causes player to re-gain/maintain initiative.
    • Grey: A neutral resolution or further elaboration of the situation.
  • Pure Riddle of Steel Mode:

    (Depreciated. But can be kept as a general reference)

    Ingame, the Decision popup menu can be opened/closed by the player at anytime, allowing one to decide on the unit’s Prefered Defense/Prefered Attack maneuvers and CP slider allocation beforehand, and acts as a way of pausing/unpausing the action and determining the unit’s prefered tactics. However, in Pure Riddle of Steel mode, the intention is to be as faithful as possible to the original experience, so this menu auto-opens whenever a roll event occurs, with new situational information of the being presented, allowing exact reaction decisions to be made on the spot at the relavant critical junctures, without having to rely on scripting.

    So, how it works?

    When going to target mode to point at various in-range enemies (with their visible stances) for a melee engagement:

    1 or 2 choices are available, depending on whether you lost the initiative or you have initiative.

    1) Roll Attack

    • (Roll event occurs and triggers menu popup. If enemy’s blow is faster or will hit you at the same time as you hit him, information of the enemy attack is shown)
      • In popup menu, you can determine Prefered Attack, CP amount (buy initiative if possible) or select auto-aim different hit zones of the enemy target.
      • Exit menu to exit target mode. Exiting target mode will always trigger Prefered Attack manuever with all it’s settings as the action unpauses.

    Stipulations:

    • If you hit, or having a higher margin of success, you maintain initiative and can optionally deal a followup second bonus attack roll if it was the 1st exchange in the turn.
    • If it’s a tie with zero margin of success, you maintain intiative if the enemy is defending. If the enemy is also attacking, then a pause occurs and both you and the enemy regain initiative, but the 2nd exchange is forfeited.
    • If you miss, initiative can be given over to the enemy and the enemy can counterattack roll if it was the 1st exchange in the turn.

    2) Roll Defense

    • (Roll event occurs and triggers menu popup. Information of the enemy attack is shown)
      • In popup menu, you can determine Prefered Defense, CP amount (buy initiative if you wish to perform a Prefered Attack instead), or select auto-aim different hit zones of the enemy target.
      • Exit menu to exit target mode
        Exiting target mode will always trigger Prefered Defense/Attack manuever with all it’s settings as the action unpauses.

    Stipulations:

    • If enemy hit, you maintain initiative and can deal second bonus attack roll if it was the 1st exchange in the turn.
    • If enemy hits, initiative is given over to him and he has a choice to carry out a counterattack roll if it was the 1st exchange in the turn.
  • Misc Stipulations:

    Movement:

    • Moving units or waiting/loitering can draw opputunity attacks from enemies.

    • Stance can only be set at the start or end of the turn and only if the particular unit has initiative against all melee threats or isn’t melee-threatened at all. It reverts back to Neutral stance once any movement/actions occur during the turn.

    • Once a [Pause] or successful disengagement occurs between 2 opposing sides, both sides regain their intiatives, can change stance if possible under stipulated conditions, and can either roll attack or defense against each other if they are within range (or get back within range first).

    • Full Evade manuever is only possible if you are standing at the edge of a melee engagement’s enemy zone of control or is implicitly done when attempting to exit out of an enemy’s melee engagement zone of control. There must be room to escape out of the enemy’s zone of control, so, if you are cornered, such a manuever is not possible. Also, Full Evade is only possible if you did not attack in the previous exchange, otherwise, it resolves to only an initial Partial Evade first, or you must manually roll a defense manuever first or wait for a [Pause]. If it was only the first exchange, you can perform a Full Evade on the second exchange and will automatically do so if there was a resolution through Partial Evade first. If it’s a partial evade resolution for the 1st exchange, only half of the remaining CPs (rounded up) is used in the 1st exchange before using the remaining half against the Full Evade in the second exchange.

    Non mutual engagement attacks:

    • Drawing an opputunity attack from enemy means you auto-Roll Defense.

    • If opputunity attack is a disengagement strike (ie. done while exiting a enemy’s melee engagement zone of control), Full Evade is the defensive manuever always being used and all remaining CPs from both sides are used. If you get hit, you are pinned and you have to remain within the zone at the edge, and you are forced to use another turn to unpin yourself, where another Full Evade attempt is required, else you remain in combat engagement until you successfuly performed a Full Evade. This process is done automatically without the Decision popup needing to be opened. The manuever being made for a disengagement opputunity attack is usually a quick thrust/spike or cut/strike, depending on the weapon and situation.

    • A reach attack on a target (ie. a melee attack on a target in which the target doesn’t have enough reach to retailiate back readily) forces the target to Roll Defense as well. If the target regains intiative, no counterattack on the second exchange is possible unless the target wants to deal a Charging counterattack and has room to do so.

    Perception:

    • (House rule) Perception stat of units can be used to determine how much information is present at their given Decision moments.
  • Basic Moves:

    Bash
    Greater Bash (same as bash but +1 CP for added damage)
    Spike
    Greater Spike (same as spike but +1 CP for added damage)
    Beat
    Bind and Strike
    Cut
    Disarm
    Draw Cut
    Feint-and-thrust
    Feint-and-cut
    Head Butt
    Hook
    Kick
    Pommel Bash
    Punch
    Stop Short
    Thrust
    Toss (note that for “Kick Sand”, repeatedly doing it will be less effective for everyone in the vincity)

    Advanced Moves:

    Simultaneous Block/Strike - Requires dual interface
    Master Strike (level 15, requires dual itnerface)
    Twitch - (level 8, requires dual interface for twitch set)
    Quick Draw - (Level 6), requires interface to change to other weapon
    Murder Stroke (requires mail gloves)
    Double Attack (requires dual interface and possibly differnet targets)
    Evasive Attack (level 6, requires fallback positioning)

    Grapple (requires positioning)
    Half Sword (requires mail glove. requires some form of halfsword indicator)

  • Interface

    http://pasteboard.co/1w0CDBFB.png

    HUD:

    1) dial controls to see or change manuever/cost
    2) scrollable list-overlay ( for manuever+buyInitiativeCheckbox, or basic list for non-humanoid body)
    3) humanoid body zone view :: when attacking/defending
    4) Info menu

    If using defense dial, buy intiative checkbox will change the contents/selection of the manuever to an offensive one. Unchecking will revert back the state.

  • Roguelike

    Roguelikes tend to be more faster-paced, in semi-realtime or realtime, rather than fully turn-based.

    • (Solo vs AI):

    This mode works fairly intuitively like a regular solo roguelike rpg but with a target mode view (that pauses the game action, either done manually or automatically during critical moments) to roll precise attack/defense manuevers against enemies during 1-vs-1 or 1-vs-many exchanges.

    Since it’s solo-based against AI, it’s fast-paced to resolve moves accordingly.

    When you move per step, enemies also make their counter movements in response to your movements in semi-realtime. This might not work well for certain game type movement/view controls, so, optionally, enemies can tick and move in full real time regardless of whether you are moving or not, forcing you to pause the action as you see fit. (RTWP)

    • (Party vs AI):

    A slight modification to the above to allow managing a small party like in Dragon Age or Baldur’s Gate. Party members can move together as group(s), following a main leader which is player-controlled, or as switchable solo individuals while the other AI does their own thing.

    Micromanagement is kept to the minimal with AI controlled units performing their manuevers independantly for every step you make in semi/full-realtime, but you can optionally give orders beforehand for AI controlled units to attack different targets with different manuevers under each step, or attempt to disengage, change path, etc.

  • Tactics turn-based game mode

    Good for supporting multiple combatants and positional units/miniatures.

    https://gingkoapp.com/app#5639e38e824b2b740cbac9c4

  • (Depreciated in favor of Riddle of Steel rules)

    Difference from Divinity :
    Movement points instead of action points per turn. They determine how much your characters move. This is either represented in giving more movement points to characters, or making characters move faster per movement point. Either way, it’s the same because movement points are primarily for movement.

    Difference from Divinity:
    Skill actions (ie. special abilities) will cost a certain percentage of your initial total movement points rather than actual points itself. This means a character with faster Speed doesn’t necessarily mean a character that can perform more special actions in a row. However, similar to Divinity: Original Sin however, is that the movement point percentage cost of a skill action might be more or less depending on your skill level in that area of expertise. Using skill actions will require the player to reserve those actions beforehand to prevent him from “accidentally” exceeding his usage of movement points while moving the character around.

    Some skill actions can cost stamina as well, which is a seperate pool of “energy”.

    Some skill actions have a phase cooldown requiring several enemy turns before you can re-use the action.

    Similarites to Valkyria:
    When running under a command point system, each command point means only 1 action for 1 turn using 1 command point. If multiple actions can be done per turn, than one must allow even basic attack to cost a certain percentage of total movement points.

    How it applies to Asharena:
    You can execute another action by using another command point for the subsequent turn like in Valkyria, but re-playing the same unit for the subsequent turn will result in incrementally halving the movement points provided, thus limiting what you can do on the 2nd repeated turn of a unit. (eg. a skill action that uses higher than 50% of movement points, such as a 55% skill action, cannot be done on a 2nd-repeated turn. A skill action that is above 25%, cannot be done on a 3rd repeated turn). Thus, your combos are limited according to the time tiers of the skill actions (>50%, >25%, >12% ), therefore sometimes requiring more “difficult/time-consuming” actions to be executed first.

  • Defined as Talents under Divinity: Original Sin.

    Defined as Potentials in Valkyria Chronicles.

  • Starting Warband abilities and attributes

    Each character class starts with a default set of 5-point attribute bonuses and 7 available Warband abilities for training.

    If playing a campaign, different quests, scenerios and enemy encounters can open up new unknown abilities to be available for that class to “research”, but usually unlocking such new/unknown abilities for a class would require spending credits.

  • Training points

    Depending on the class at Level 1, some compulsory training points (out of a total of 5 training points) are already pre-assigned to those abilities that the class requires (marked with a “+”) , leaving behind the remaining training points to be used as you see fit.

    Leveling up is done (as per-standard) as a class, not by individual, during training sessions (lull time). Leveling up will accumulate 1 training point for the class.

    Training points can be saved and spent on abilities to upgrade them. Upgrading the same ability becomes incrementally more expensive, because for example; upgrading an ability to “2” will require 2 training points, and upgrading to “3” will require 3 training points, and so on.

  • Class’s favourite ability rule

    Every Warband character class has one (natural affinity/flair) Warband ability (marked with an asterisk *)

    When upgrading such abilities from level “2” onwards, it’ll always cost 1 less ability point. For example, upgrading such an ability to level “5” will cost 4 ability instead of 5.

  • The individual variation rule

    When a class levels up (remember it consist of existing individuals..), different individuals’ attributes might increase with slight variations, but will generally keep to a certain “typical class” standard. Some individuals might come up slightly unique as a result, and commanders can take note of this, since a squad can be at times only as strong as it’s weakest link.

    Also, different individuals might be given certain items that might boost certain attributes as well to either make up for their weaknesses, or further accentuate their strengths.

  • Skirmisher
    +2 Dexturity
    +2 Speed
    +1 Perception

    (2 unspent training points at start)

    • Sword +
    • Pistol +
    • Keg +
    • Evasion *
    • Rifle
    • Scoundrel
    • Grenade

    Sharpshooter
    +3 Perception
    +2 Dexterity

    (2 unspent training points at start)

    • Dagger +
    • Pistol +
    • Rifle * +
    • Sword
    • Scoundrel
    • Sniper
    • Ranger

    Pirate Captain
    +2 Constitution
    +2 Dexterity
    +1 Strength

    (2 unspent training points at start)

    • Sword +
    • Parrot +
    • Shotgun * +
    • Man-at-Arms
    • Willpower
    • Scoundrel
    • Pistol
  • Knight
    +3 Strength
    +2 Constituion


    Armsman
    +2 Strength
    +2 Dexterity
    +1 Perception


    Bowman
    +3 Dexterity
    +2 Perception

  • Huscarl
    +2 Strength
    +2 Dexterity
    +1 Speed


    Gestir
    +2 Strength
    +2 Dexterity
    +1 Speed


    Halvlik
    +2 Dexterity
    +2 Perception
    +1 Strength

  • Slavus
    +2 Intelligence
    +2 Speed
    +1 Dexterity


    Samnian
    +2 Strength
    +2 Constitution
    +1 Dexterity


    Flammite
    +3 Strength
    +2 Constitution


    Dimochai
    +2 Dexterity
    +2 Strength
    +1 Intelligence

        • Asharena REALISM balance specs:

          More strategic options to handle realistic situations. But can be a bit unstreamlined as a result. Maybe it can be a pre-battle management option for different “types” of characters and their habits.

          Turn Parameters:

          CP

          Based on scenerio. First turn player will start with half.

          0 - 0.025 sec PlayerAggroNode time elapsed due to sequencing of actions

          Unsure. Try 0.025 sec.

          Does the above apply to time elapsed for enemy aggro?

          Unsure. Try loh.

          Total time available per CP => Movement allowance for differnet units

          Movement region based on different unit’s movement allowance

          Target Mode loiter time

          Matches 1 exposure.

          ** Char Specs Parameters below:

          Interception Fire Parameters:

          Movement time being removed during enemy interception fire?

          Yes. To avoid exploitation of drawing out enemy fire infinitely till ammo bleeds dry.

          Total Percentage chance hit requirement?

          No. Or, Yes around 50%, without the above, assuming this will be good enough in most circumstances to kill off the enemy after a few shots.

          Overwatch Fire Parameters:

          Sentinel

          Unlimited For everyone by default. But adjustable.

          Covering Fire

          Enabled For everyone by default. But can be disabled.

          Reserved Overwatch Passes

          1 to aggro. Infinite passes.

          Overwatch Accruacy Penalty

          No.

          1 or 2 exposure counts required (always >50% exposure)

          2 exposure counts required or 1 with accruacy penalty.

          Free reloads at the start of every phase/turn -or- at end of every turn -or- Ammo conservation for overwatch

          No Free reloads. Option to conserve 1 (wihout covering fire) or 2 trigger time (for covering fire) worth of ammo if not suppressing or as many as you decide.

          Retailiatory Fire Parameters:

          Aggro Amount Response factor

          Always fixed to 1 minimum. Based on sustained fire trigger time, may involve others to be stacked along, but capped trigger time.

          Targeted overwatch parameters

          0 or 1 exposure counts required (always >50% exposure)

          1 exposure count required. (or 0 with accruacy penalty?)

          Suppressive Fire Parameters:

          Suppressive Accruacy Penalty

          Yes

          Does it interrupt with Covering Fire?

          Yes

          Accruacy Reduction of targeted

          Yes

          0 or 1 exposure counts required (always >5% exposure)

          0 exposure count required

        • Valkyria Chronicles balance specs:

          Based off Valkyria Chronicles game directly.

          Turn Parameters:

          CP

          Based on scenerio. First turn player will start with half.

          0 - 0.025 sec PlayerAggroNode time elapsed due to sequencing of actions

          0 seconds

          Does the above apply to time elapsed for enemy aggro?

          No

          Total time available per CP => Movement allowance for differnet units

          Varies from unit to unit…uses Char Specs.

          Target Mode loiter time

          Matches VC

          ** Char Specs Parameters below:

          Interception Fire Parameters:

          Movement time being removed during enemy interception fire?

          No, but only on VC2, or N/A

          Overwatch Fire Parameters:

          Sentinel

          Unlimited For everyone.

          Covering Fire

          Automatic For everyone.

          Reserved Overwatch Passes

          0 or N/A.

          Overwatch Accruacy Penalty

          Slightly or N/A.

          1 or 2 exposure counts required (always >50% exposure)

          1 exposure count required or N/A (0 exposure counts >5% exposure without Suppressive Fire).

          Free reloads at the start of every phase/turn -or- at end of every turn -or- Ammo conservation for overwatch

          Free reloads at the end of every turn

          Retailiatory Fire Parameters:

          Aggro Amount Response factor

          Always fixed to 1. N/A for others in overwatch (or allow others in overwatch?).

          Targeted overwatch parameters

          0 or 1 exposure counts required (always >50% exposure)

          0 exposure count required or N/A.

          Suppressive Fire Parameters:

          Suppressive Accruacy Penalty

          None or N/A (Yes?)

          Does it interrupt with Covering Fire?

          None or N/A (Yes?)

          Accruacy Reduction of targeted

          None or N/A (Yes?)

          0 or 1 exposure counts required (always >5% exposure)

          0 or N/A

        • Asharena balance specs:

          The standard streamlined specs for Asharena.

          Turn Parameters:

          CP

          Based on scenerio. First turn player will start with half.

          0 - 0.025 sec PlayerAggroNode time elapsed due to sequencing of actions

          Unsure. Try 0.025 sec.

          Does the above apply to time elapsed for enemy aggro?

          Unsure. Try loh.

          Total time available per CP => Movement allowance for differnet units

          Movement region based on different unit’s movement allowance

          Target Mode loiter time

          Unsure. Matches VC

          ** Char Specs Parameters below:

          Interception Fire Parameters:

          Movement time being removed during enemy interception fire?

          No. (for now)

          Overwatch Fire Parameters:

          Sentinel

          Unlimited For everyone.

          Covering Fire

          Automatic For everyone.

          Reserved Overwatch Passes

          1 to aggro. Infinite passes.

          Overwatch Accruacy Penalty

          No. (for now)

          1 or 2 exposure counts required (always >50% exposure)

          2 exposure counts required

          Free reloads at the start of every phase/turn -or- at end of every turn -or- Ammo conservation for overwatch

          Free reloads at the start of every phase

          Retailiatory Fire Parameters:

          Aggro Amount Response factor

          Always fixed to 1. Allow others in overwatch.

          Targeted overwatch parameters

          0 or 1 exposure counts required (always >50% exposure)

          1 exposure count required

          Suppressive Fire Parameters:

          Suppressive Accruacy Penalty

          Yes

          Does it interrupt with Covering Fire?

          Yes

          Accruacy Reduction of targeted

          Yes

          0 or 1 exposure counts required (always >5% exposure)

          0 exposure count required

        • After a mission ends or leveling up a class, certain ability action skills under each Warband ability may finally be unlocked due to their requirements (Level requirements) being met.

          Note that if you assign training points to an ability to upgrade it, it won’t unlock the action skills immediately under it until the next mission is completed (Or, more specifically, on the next training session visit).

          Unlocked action skills must be bought with credits. It is like paying for new “lessons” to be conducted by the class.

        {"cards":[{"_id":"5639e380824b2b740cbac938","treeId":"5639e380824b2b740cbac937","seq":5154878,"position":1,"parentId":null,"content":"# Asharena\nA turn-based 3D combat-action strategy RPG inspired from Valkyria Chronicles, in an ancient warfare/fantasy combat setting."},{"_id":"5639e380824b2b740cbac939","treeId":"5639e380824b2b740cbac937","seq":5155151,"position":1,"parentId":"5639e380824b2b740cbac938","content":"Other similar games:\n- Mordheim: City of the Damned\n- Divinity: Original Sin\n- Valkyria Chronicles\n- Code Name: S.T.E.A.M.\n- Shining Ark\n- Shining Blade"},{"_id":"5639e380824b2b740cbac93b","treeId":"5639e380824b2b740cbac937","seq":5154881,"position":3,"parentId":null,"content":"# Factions & Classes"},{"_id":"5639e380824b2b740cbac93e","treeId":"5639e380824b2b740cbac937","seq":5154884,"position":3,"parentId":"5639e380824b2b740cbac93b","content":"All factions contain specific character classes. \n\nNOTE: Subsections beyond this section needs to be converted/altered a bit to fit Riddle of Steel stat system...but the classes still stand."},{"_id":"5639e380824b2b740cbac93f","treeId":"5639e380824b2b740cbac937","seq":5154885,"position":1,"parentId":"5639e380824b2b740cbac93e","content":"### Starting Warband abilities and attributes\n\nEach character class starts with a default set of 5-point attribute bonuses and 7 available Warband abilities for training. \n\n\nIf playing a campaign, different quests, scenerios and enemy encounters can open up new unknown abilities to be available for that class to \"research\", but usually unlocking such new/unknown abilities for a class would require spending credits."},{"_id":"5639e380824b2b740cbac940","treeId":"5639e380824b2b740cbac937","seq":5154886,"position":2,"parentId":"5639e380824b2b740cbac93e","content":"### Training points\n\nDepending on the class at Level 1, some compulsory training points (out of a total of 5 training points) are already pre-assigned to those abilities that the class requires (marked with a \"+\") , leaving behind the remaining training points to be used as you see fit.\n\nLeveling up is done (as per-standard) as a class, not by individual, during training sessions (lull time). Leveling up will accumulate 1 training point for the class.\n\nTraining points can be saved and spent on abilities to upgrade them. Upgrading the same ability becomes incrementally more expensive, because for example; upgrading an ability to \"2\" will require 2 training points, and upgrading to \"3\" will require 3 training points, and so on."},{"_id":"5639e380824b2b740cbac941","treeId":"5639e380824b2b740cbac937","seq":5154887,"position":1,"parentId":"5639e380824b2b740cbac940","content":"After a mission ends or leveling up a class, certain ability action skills under each Warband ability may finally be unlocked due to their requirements (Level requirements) being met. \n\nNote that if you assign training points to an ability to upgrade it, it won't unlock the action skills immediately under it until the next mission is completed (Or, more specifically, on the next training session visit).\n\nUnlocked action skills must be bought with credits. It is like paying for new \"lessons\" to be conducted by the class."},{"_id":"5639e380824b2b740cbac945","treeId":"5639e380824b2b740cbac937","seq":5154891,"position":6,"parentId":"5639e380824b2b740cbac93e","content":"### Class's favourite ability rule\n\nEvery Warband character class has one (natural affinity/flair) Warband ability (marked with an asterisk *)\n\nWhen upgrading such abilities from level \"2\" onwards, it'll always cost 1 less ability point. For example, upgrading such an ability to level \"5\" will cost 4 ability instead of 5."},{"_id":"5639e380824b2b740cbac946","treeId":"5639e380824b2b740cbac937","seq":5154892,"position":7,"parentId":"5639e380824b2b740cbac93e","content":"### The individual variation rule\n\nWhen a class levels up (remember it consist of existing individuals..), different individuals' attributes might increase with slight variations, but will generally keep to a certain \"typical class\" standard. Some individuals might come up slightly unique as a result, and commanders can take note of this, since a squad can be at times only as strong as it's weakest link.\n\nAlso, different individuals might be given certain items that might boost certain attributes as well to either make up for their weaknesses, or further accentuate their strengths."},{"_id":"5639e380824b2b740cbac948","treeId":"5639e380824b2b740cbac937","seq":5154894,"position":5,"parentId":"5639e380824b2b740cbac93b","content":"## Pirate\n- Pirate Captain\n- Sniper\n- Skirmisher"},{"_id":"5639e380824b2b740cbac94a","treeId":"5639e380824b2b740cbac937","seq":5154896,"position":2,"parentId":"5639e380824b2b740cbac948","content":"Skirmisher\n+2 Dexturity\n+2 Speed\n+1 Perception\n\n(2 unspent training points at start)\n- Sword +\n- Pistol +\n- Keg +\n- Evasion *\n- Rifle\n- Scoundrel\n- Grenade\n\n___________\n\nSharpshooter\n+3 Perception\n+2 Dexterity\n\n(2 unspent training points at start)\n\n- Dagger +\n- Pistol +\n- Rifle * +\n- Sword\n- Scoundrel\n- Sniper\n- Ranger\n___________\nPirate Captain\n+2 Constitution\n+2 Dexterity\n+1 Strength\n\n(2 unspent training points at start)\n\n- Sword +\n- Parrot +\n- Shotgun * +\n- Man-at-Arms\n- Willpower\n- Scoundrel\n- Pistol\n"},{"_id":"5639e380824b2b740cbac94b","treeId":"5639e380824b2b740cbac937","seq":5154897,"position":6,"parentId":"5639e380824b2b740cbac93b","content":"## Crusader\n- Knight\n- Man-At-Arms\n- Archer"},{"_id":"5639e380824b2b740cbac94c","treeId":"5639e380824b2b740cbac937","seq":5154898,"position":1,"parentId":"5639e380824b2b740cbac94b","content":"Knight\n+3 Strength\n+2 Constituion\n\n_____\n\nArmsman\n+2 Strength\n+2 Dexterity\n+1 Perception\n\n_____\n\nBowman\n+3 Dexterity\n+2 Perception\n"},{"_id":"5639e380824b2b740cbac94e","treeId":"5639e380824b2b740cbac937","seq":5154900,"position":8,"parentId":"5639e380824b2b740cbac93b","content":"## Viking\n- Huscarl\n- Gestir\n- Halfvlik"},{"_id":"5639e380824b2b740cbac94f","treeId":"5639e380824b2b740cbac937","seq":5154901,"position":1,"parentId":"5639e380824b2b740cbac94e","content":"Huscarl\n+2 Strength\n+2 Dexterity\n+1 Speed\n\n_____\n\nGestir\n+2 Strength\n+2 Dexterity\n+1 Speed\n\n_____\n\nHalvlik\n+2 Dexterity\n+2 Perception\n+1 Strength\n"},{"_id":"5639e380824b2b740cbac951","treeId":"5639e380824b2b740cbac937","seq":5154903,"position":10,"parentId":"5639e380824b2b740cbac93b","content":"## Gladiator\n- Flammite\n- Samnian\n- Dimochai\n- Slavus"},{"_id":"5639e380824b2b740cbac952","treeId":"5639e380824b2b740cbac937","seq":5154904,"position":1,"parentId":"5639e380824b2b740cbac951","content":"Slavus\n+2 Intelligence\n+2 Speed\n+1 Dexterity\n_____\nSamnian\n+2 Strength\n+2 Constitution\n+1 Dexterity\n_____\nFlammite\n+3 Strength\n+2 Constitution\n_____\n\nDimochai\n+2 Dexterity\n+2 Strength\n+1 Intelligence"},{"_id":"5639e380824b2b740cbac955","treeId":"5639e380824b2b740cbac937","seq":5154907,"position":6,"parentId":null,"content":"# Attributes (Depreciated)"},{"_id":"5639e380824b2b740cbac956","treeId":"5639e380824b2b740cbac937","seq":5154908,"position":1,"parentId":"5639e380824b2b740cbac955","content":"(Depreciated in favour of Riddle of Steel)\n\nThe attribute system currently is based off the game Divinity: Original Sin, with some slight differences."},{"_id":"5639e380824b2b740cbac957","treeId":"5639e380824b2b740cbac937","seq":5154909,"position":2,"parentId":"5639e380824b2b740cbac955","content":"Strength: \n- Boosts Man-at-arms skills\n- Determines chosen attack speed of all strength-based melee weapons (best chance to hit) and chosen damage of all other melee weapons (a higher base damage).\n\nDexterity:\n- Boosts Ranger skills\n- Boosts Scoundrel skills\n- Determines chosen attack speed of all dexterity-based weapons. (best chance to hit)\n- +1% Critical chance per point above 5 for melee weapons\n\nConstituiton:\n- Affects stamina significantly (70% of margin)\n- Affects health points\n\nIntelligence:\n- Boosts all magic skills\n- Determines chosen speed (best chance to hit) and damage (higher base damage) of magic-based weapons.\n\nSpeed:\n- Boosts Evasion skills\n- Affects Movement speed\n- Affects stamina marginally (30% of margin)\n\nPerception:\n- Affects ranged accruacy\n- +2% Critical Chance per point above 5 for ranged weapons\n- +1% Critical chance per point above 5 for melee weapons\n- Affects sight range detection/hearing\n"},{"_id":"5639e380824b2b740cbac958","treeId":"5639e380824b2b740cbac937","seq":5154910,"position":7,"parentId":null,"content":"# Abilities (Depreciated)"},{"_id":"5639e380824b2b740cbac959","treeId":"5639e380824b2b740cbac937","seq":5154911,"position":1,"parentId":"5639e380824b2b740cbac958","content":"(Depreciated in favour of Riddle of Steel)\n\nWarband Skills: (Tree)\n------------------------------\nSome of the skills under these abilities are based off the game Dragon Age: Origins. This is just a rough list.\n\nCompletely non-direct assignable skills are marked with asterisk.\n\n### One-handed melee *\n(uses best-held weapon's assigned points for this skill)\n - Precise striking\n - Perfect striking\n - Bypass strike\n\n\n### Firearms *\n(uses best-held firearms's assigned points for this skill)\n - Aim Firearm\n - Crippling bullet \n - Pinning bullet\n - Headshot\n\n### Archery *\n(uses best-held weapon's assigned points for this skill, either Bow or Crossbow)\n - Melee Archer\n - Bow Blade Strikng\n - Aim Bow\n - Pinning Arrow\n - Crippling Arrow\n - Shattering Arrow\n - Critical Arrow\n - Slaying Arrow\n - Scattershot\n - Rapid Burst shot\n - Lob shot\n - Lob scattershot\n - Rapid Burst Lob shot\n - Rain of Arrows\n \n### Two-handed melee \n(uses combined average of best-held weapon skill points and assigned points of this skill itself)\n - Mighty Blow\n - Stunning Blow\n - Sunder Armour\n - Destroyer\n - Slaying Blow\n - Pommel Strike\n - Successive Heavy Swing\n - Sunder Arms\n - Powerful Swings\n - Onslaught\n - Reaving Storm\n - Two-handed Sweep\n - Two-handed Low Sweep\n - Two-handed impact\n\n### Dual-weilding Melee\n(uses combined average of best-held weapon skill points and assigned points of this skill itself)\n - Dual Strike\n - Dual Swing\n - Dual Sweep\n - Dual Side Swings\n - Whirlwind\n - Dual Stab\n - Successive Swings\n - Riposte\n - Punisher\n - Dual Weapon Flurry\n - Dual Swing Momentum\n - Successive Stabs\n - Dual Tactical Stab\n - Dual Parrying\n - Dual Parry Defense\n - Versatile Dual Parrying\n - Dual Parry Counterstrike\n\n### Ranged Tactics\n - Support Fire\n - Multi-targeting\n - Suppressive Fire\n - Fire & Manuever\n\n### Shield\n- Shield Bash\n - Shield Stun\n - Shield Knockdown \n - Shield Overpower\n - Cleaving Shield Bash \n - Shield Shove\n - Cleaving Shield Shove\n- Shield block\n - Shield Tactics\n - Shield Wall\n\n### Martial\n - Kick\n - Pushback Kick\n - Stunning Kick\n - Knockdown Kick\n\n### Evasion\n - Barrel Roll Sideways\n - Barrel Roll Back\n - Hit the Dirt\n - Crawl & Roll Dodge\n\n### Grenade\n - Lob Grenade Sideways\n - Lob Grenade Overhead\n"},{"_id":"5639e380824b2b740cbac95d","treeId":"5639e380824b2b740cbac937","seq":5154915,"position":2,"parentId":"5639e380824b2b740cbac958","content":""},{"_id":"5639e380824b2b740cbac95e","treeId":"5639e380824b2b740cbac937","seq":5154916,"position":3,"parentId":"5639e380824b2b740cbac958","content":"Warband Divine Specialist Abilities: (Tiers)\n----------------------------\nThese abilities are based off the game Divinity: Original Sin.\n\n### Man-at-Arms\n### Scoundrel\n### Ranger\n### Hydrosophist\n### Aerotheurge\n### Pyrokinetic\n### Geomancer\n### Spiritmagi"},{"_id":"5639e380824b2b740cbac95f","treeId":"5639e380824b2b740cbac937","seq":5154917,"position":4,"parentId":"5639e380824b2b740cbac958","content":"## Warband Defensive Abilities \nThese abilities are based off the game Divinity: Original Sin.\n### Armour Specialist\n### Body Building\n### Willpower"},{"_id":"5639e380824b2b740cbac960","treeId":"5639e380824b2b740cbac937","seq":5154918,"position":5,"parentId":"5639e380824b2b740cbac958","content":"## Warband Weapon abilities (Tree)\nTraining in the respective weapon abilities will marginally increase the bonus damage of all such weapons being used. Works according to the rules in Divinity: Original Sin game, but goes into actual weapon types rather than Divinity's generic \"1-handed\"/\"2-handed\" abilities, for better roleplaying of class roles.\n\nThis is just a rough list.\n\n### Dagger\n(All forms of hilted bladed weaponary of short length.)\n - Backstab\n\n### Sword\n(All forms of hilted bladed weaponry of medium to long length.)\n- Bladed cleave\n- Stab and Slash\n- Double Swing\n- Sword Throwing\n\n### Axe\n(All forms of axes consisting of a medium to large blade.)\n- Throwing Axe\n\n### Spear\n(All forms of polearms with small-to-medium pointy blades.)\n- Throwing Spear\n\n### Blunt-Weapon\n(All bludgeoning weapons. Clubs, hammers, maces, you name it.)\n\n### Staff \n(All blunt/minimal-bladed polearms of relatively light weight.)\n\n### Bow\n\n### Crossbow\n\n### Shotgun\n\n### Rifle"},{"_id":"5639e380824b2b740cbac961","treeId":"5639e380824b2b740cbac937","seq":5154919,"position":6,"parentId":"5639e380824b2b740cbac958","content":"Warband Specialist Skills (Tree)\n-----------------\n### Keg\n - Lift & Drop Keg\n - Lift & Throw Keg\n - Prime Keg\n \n### Parrot\n - Parrot Strike\n - Release Parrot\n - Return Parrot\n\n### Sniper (Specialist potentials)\n- Moving Targets\n - Opputunist\n- Damn Good Ground\n- Low Profile\n- Double Tap\n- In the Zone\n- Eagle-eye\n - Headshot focus\n- Executioner"},{"_id":"5639e380824b2b740cbac964","treeId":"5639e380824b2b740cbac937","seq":5154922,"position":7,"parentId":"5639e380824b2b740cbac958","content":"# Non-combat personal abilities\n\nThese abilities are based off the game Divinity: Original Sin. Currently, they are of no use at the moment unless there's an actual non-combat storyline/quests to go along with a particular Asharena gamemode.\n\n## Trade\n### Blacksmithing\n### Loremaster\n### Crafting\n### Seamanship\n### Bartering\n\n## Personality\n### Etiquette\n### Charisma\n### Leadership\n\n## Rogue deeds\n### Sneaking\n### Lockpicking\n### Pickpocketing\n\n\n\n"},{"_id":"5639e380824b2b740cbac965","treeId":"5639e380824b2b740cbac937","seq":5154923,"position":8,"parentId":"5639e380824b2b740cbac958","content":""},{"_id":"5639e380824b2b740cbac966","treeId":"5639e380824b2b740cbac937","seq":5154924,"position":9,"parentId":"5639e380824b2b740cbac958","content":""},{"_id":"5639e380824b2b740cbac967","treeId":"5639e380824b2b740cbac937","seq":5154925,"position":8,"parentId":null,"content":"# Combat (Depreciated)"},{"_id":"5639e380824b2b740cbac968","treeId":"5639e380824b2b740cbac937","seq":5154926,"position":1,"parentId":"5639e380824b2b740cbac967","content":"(Depreciated in favour of Riddle of Steel, though including this in one way of the other might be possible...)\n\n### Combat Statuses\n- Disoriented\n- Stunned\n- Knocked Down\n- Poisoned\n- Bleeding\n- Warm\n- Burning\n- Petrified\n- Wet\n- Chilled\n- Frozen"},{"_id":"5639e380824b2b740cbac969","treeId":"5639e380824b2b740cbac937","seq":5154927,"position":9,"parentId":null,"content":"# Blitz Battle System Design"},{"_id":"5639e380824b2b740cbac96a","treeId":"5639e380824b2b740cbac937","seq":5154928,"position":1,"parentId":"5639e380824b2b740cbac969","content":"# Tactical action turn-based shooter/RPG system\n____________________________________________\nBelow are rules that universally applies to all games using the Asharena battle system, which is inspired from BLITZ battle system used in Valkyria Chronicles.\n\n(Depreciated in favor of Riddle of Steel rules). Note that Riddle of Steel mechanics differ from this. This is still kept as a reference for basic Blitz battle system design in general.\n\nBasics:\n--------\nSimilar to Valkryia Chronicles, with ranged units that can deal interception fire if they are put on some form of overwatch. (or this is done automatically, depending on the nature of the game and whether there's cost assosiated with firing...). \nHowever, enemy reaction triggers only happen when \"real\"-time passes while your unit moves. Ie. The clock doesn't tick continously outside of your control. Thus, this allows you to move about and plan (in auto-paused time) without needing too much twitch action like in the original Valkyria chronicles. Think of it like a RTWP (real-time-with-pause) game, without needing to manually pause, since the game is automatically paused and only automatically progresses forward with your movement, and also incorportating turn-based elements.\n\nMovement controls can be point+click based, or using an actual character controller.\n\n"},{"_id":"5639e380824b2b740cbac96b","treeId":"5639e380824b2b740cbac937","seq":5154929,"position":2,"parentId":"5639e380824b2b740cbac969","content":"Movement limits:\n--------------------\nMovement limits is subjected to Movement Points. Movement Points might be combined with action points for certain special actions.. Using certain actions might require limiting movement points available at hand.\n\nMovement points determine the movement region (typical turn-based games like X-Com showing a region of movable areas), or the total distance you are allowed to traverse before you are forced to stop (Valkyria Chronicles style)."},{"_id":"5639e380824b2b740cbac96c","treeId":"5639e380824b2b740cbac937","seq":5154930,"position":3,"parentId":"5639e380824b2b740cbac969","content":"What is loitering?:\n--------------------\nDuring a unit's turn, the act of moving a unit back and forth indecisively, waiting, or moving through seperate longer routes rather than 1 shortest path towards a given destination."},{"_id":"5639e380824b2b740cbac96d","treeId":"5639e380824b2b740cbac937","seq":5154931,"position":4,"parentId":"5639e380824b2b740cbac969","content":"Mutual Overwatching Engagements:\n-------------------\nApproximating mutual 1-to-1 engagements (NOTE: some units have higher aggro by default and can draw multiple engagements against him).\nDetermining this is based on which opposing units are mutually closest at a given time of exposure."},{"_id":"5639e380824b2b740cbac96e","treeId":"5639e380824b2b740cbac937","seq":5154932,"position":5,"parentId":"5639e380824b2b740cbac969","content":""},{"_id":"5639e380824b2b740cbac96f","treeId":"5639e380824b2b740cbac937","seq":5154933,"position":6,"parentId":"5639e380824b2b740cbac969","content":"Overwatch Targeting States:\n-----------------\n- No LOS to moving target\n- Got LOS to moving target, but mutually engaged with another close-by unit.\n - Got LOS to moving target and is mutually/non-mutually engaged to the target.\n- Got LOS to moving target and isn't engaged, so he's placed in Free reaction queue.\n\nEvery targetter/target pair has a single overwatch targeting state.\n"},{"_id":"5639e380824b2b740cbac971","treeId":"5639e380824b2b740cbac937","seq":5154935,"position":7,"parentId":"5639e380824b2b740cbac969","content":"Actively Targeted Overwatched:\n-------------------------------\nAllows a manual \"watch\" action on a target or focused region, so will consider it as being engaged to the target if the target is activated for movement during the enemy's turn. For such a situation, it only takes 1 valid exposure to deal fire."},{"_id":"5639e380824b2b740cbac972","treeId":"5639e380824b2b740cbac937","seq":5154936,"position":8,"parentId":"5639e380824b2b740cbac969","content":"Overwatch Priorities:\n--------------------\nAmong those who are eligible to fire within an overwatch exposure, the one chosen to deal fire goes in the priority order of:\n\nExposure:\n- If on Overwatch, Exposure is greater than 50%.\n\nObligation:\n- (Retailiatory phase only.) The target is engaging the aggro at closed effective range within the retailiatory phase and is exposed at greater than 50% while the rest do not meet 50% exposure requirement.\n- Actively Targeted Overwatchers engaged to the moving target\n- Mutually auto-engaged overwatchers to moving target up to a certain level/aggro-limit by distance. (first level, for sure.)\n\nUrgency and Opportunity: \n- Those with LOS to target within Free Reaction queue.\n - Target is at very close range (will fire promptly for next spot-check rather than next exposure)\nOR\n - No other target can be seen targetable and the sole target at closed effective range. (will fire promptly for next spot-check rather than next exposure) \n)\nAND\n - Capacity to fire, calculated with the availability of rounds in magazine, fire-rate, etc.\n\nLack of Aggro Response, Need at least One (may not be included)\n- Any mutually engaged unit to another target that may wish to change target to the moving one, assuming moving target hasn't taken fire yet (or hasn't taken enough fire to meet the moving target's aggro limit), and the target lies pretty close within effective range.\n - The amount of potential current targets being watched. (less targets is better)\n - Uses similar priority order for Urgency and Opportunity."},{"_id":"5639e380824b2b740cbac973","treeId":"5639e380824b2b740cbac937","seq":5154937,"position":9,"parentId":"5639e380824b2b740cbac969","content":"Urgency and Opportunity - Free Reaction Queue:\n------------------------\nArrangement of those in Free Reaction Queue are based off the overwatcher's carried weapon's Anti-Reaction rating, in ascending order. This is basically determines \"Capacity to Fire\".\n\n\nThe formula is just a rough aggregation to determine what kind of units prefer to react first based on several weapon types, ranging from automatics, semi-autos, loaded bolt/pump action, single-shots etc., and which units would rather react later. Normally, single-shots react last and automatics reacts first.\n\nNumber of Rounds Left In Magazine = Total Ammo Available Loaded - 1;\nTimeItTakesToExpendEntireClip = Number of Rounds Left In Magazine / AverageRoundsFiredPerSecond\n\nTimeInBetweenshots = ( Total Reload time of Weapon if Only 1 round left to fire) or ( 1 / AverageRoundsFiredPerSecond) \n\nAnti-Reaction rating = CapZeroOrHigher(Total Reload time of Weapon - TimeItTakesToExpendEntireClip) + TimeInBetweenShots + TimeInBetweenShots/0.3\n\nAll time units in the formulas are in seconds."},{"_id":"5639e380824b2b740cbac974","treeId":"5639e380824b2b740cbac937","seq":5154938,"position":10,"parentId":"5639e380824b2b740cbac969","content":"Steps:\n---------\nA full step is the diameter of a person footstool, is basically 32 units ingame for a human-sized unit.\nA half step is the radius of a person's footstool, is basically 16 units ingame for a human sized unit.\nGrids usually run in half step resolution."},{"_id":"5639e380824b2b740cbac975","treeId":"5639e380824b2b740cbac937","seq":5154939,"position":11,"parentId":"5639e380824b2b740cbac969","content":"## Spot Testing:\nSpot testing is a quick spot-check on a target to determine if he's currently visible or not. If the current spot on the target being spotted is no longer spottable, a full exposure check is done ( in order of points closest to center of mass). If the target is not spotted yet, only a single spot check ray is done at a random spot. Thus, this is mostly an \"early-out\" case."},{"_id":"5639e380824b2b740cbac976","treeId":"5639e380824b2b740cbac937","seq":5154940,"position":12,"parentId":"5639e380824b2b740cbac969","content":"Exposure Testing:\n----------------------\nSpot/Exposure testing is done at the global smallest time interval resolution of every 2 half-steps made in regular running speed (which is 0.21333 seconds ) among all watchers, including at the very start of a turn.\n\nAnalysing of full exposure percentage for a target (ie. Exposure Testing)... (to be considered for firing or adding to exposure count) is only done among watchers that meet the given requirement of accumulated time met after spotting (reprepsentative of the time to actually aim and aqquire on the target). Otherwise, an early-out Spot Test suffices only.\n\nWhen a target moves, each exposure test will update the overwatch state of all enemy overwatchers on that target. An exposure test is immediately followed by any enemy reaction fire trigger pulls if the overwatchers passes the \"Conditions to pull the trigger on target\".\n\n- Digital Grid \n- Analog Pin \n(The above doesn't penalize loitering within a small region. Requires traversing across a certain thresholded distance in order to yield an exposure test. This means a unit can safely loiter about within a approximately half-step torwards full-step sized region, without triggering enemy fire.)\n\n- Analog Loiter \n(The above means any form of movement or waiting across full-step distance time will trigger an exposure test each time. This penalizes loitering in any form.)\n\n\nExposure testing occurs at a resolution of 0.64 seconds. For a guy that is running at regular speed, which is set to a standard 150 units per second, it takes at least 96 units of such movement to yield a single exposure, which is slightly over a 3 feet stride. The number of half- steps required is Math.round(0.64*movementSpeed)/16. At regular speed, it'll take 6 half-step worth of movements/time to trigger an exposure test.\nRUNNING 150 units = 6 half-step = 96 movement units exposure\nSPRINTING 240 units ~= 10 half-step ~= 160 movement units = 153 movement units exposure\nSLOWWALK 60 units ~= 2 half-steps ~= 32 movement units = 38 movement units exposure\nFor Grid and Pin, the minimum movement units required in any situation for an exposure test is always capped down to 2 half-steps always (ie. 1 full step). Exposure tests cannot go lower than 2 half steps.\n"},{"_id":"5639e380824b2b740cbac977","treeId":"5639e380824b2b740cbac937","seq":5154941,"position":13,"parentId":"5639e380824b2b740cbac969","content":"Exposure Requirement:\n------------------------\nTo suffice an exposure count:\n\n- For overwatch fire, needs anything greater than 50% exposure.\n- For suppressive fire, needs at least 5% exposure or more.\n\nA shield being actively raised up also mitigates the exposure. Eg. shield that covers 50% of the body is considered 50% mitigitation exposure regardless.\nAny artificial shield being applied also has an innate exposure mitigiation rating.\nThis means that overwatch will not trigger for the above shielded cases, but suppressive fire will. "},{"_id":"5639e380824b2b740cbac978","treeId":"5639e380824b2b740cbac937","seq":5154942,"position":14,"parentId":"5639e380824b2b740cbac969","content":""},{"_id":"5639e380824b2b740cbac979","treeId":"5639e380824b2b740cbac937","seq":5154943,"position":15,"parentId":"5639e380824b2b740cbac969","content":"Aggro:\n-------\nAggro settings can be set on known targets, or on certain target types. Default is 1 for all targets. Aggro determines the amount of priortized aggro engagements allowed on the target. An Aggro of zero means the target will be ignored completely."},{"_id":"5639e380824b2b740cbac97a","treeId":"5639e380824b2b740cbac937","seq":5154944,"position":16,"parentId":"5639e380824b2b740cbac969","content":"Conditions to pull the trigger on target\n-----------------------------------\nRequires conditions:\n- Have 2 consecutive exposures or more, meeting exposure requirements.\n- Be ready to pull trigger, not currently on some cooldown like sustaining trigger fire, bolting, or reloading.\n\nWho fires within the exposure?\n- Those that still has ammo in the magazine after firing just now, can re-sustain their fire again.\n- Among the rest, the next top priority overwatcher joins in the firing for that given exposure.\n\nAmong non-single-shot weapons, this can result in an escalation of gunfire onto the target as time progresses."},{"_id":"5639e380824b2b740cbac97b","treeId":"5639e380824b2b740cbac937","seq":5154945,"position":17,"parentId":"5639e380824b2b740cbac969","content":"Rounds fired per trigger:\n---------------------------\nNo sustained fire.\n- Single-shot: 1 shot\n- Semi-auto: 1 shot\nSustained fire\n- Burst: 2-3 shots or vary, depending on weapon\n- Auto: 5-10 shots or vary, depending on weapon\n\nSustained shooters will temporarily stop firing when:\n- All alloted sustained rounds are fired out.\n- Target exposure lost, or target dies. (may still trail off several remaining rounds, depending on the type of weapon)\n\nSustained shooters will stop firing and begin reloading when:\n- Ammo bleeds dry."},{"_id":"5639e380824b2b740cbac97c","treeId":"5639e380824b2b740cbac937","seq":5154946,"position":18,"parentId":"5639e380824b2b740cbac969","content":"Time Elapsed For Game Enemies per Spot-check : \n----------------------------------------------\nThis affects the enemies' ability to fire by dealing with the cooldown times of the enemy such as reloads, and any personal reaction delays that may exist among enemies in the Free Reaction Queue. The timings are depleted based on the time that has elapsed accordingly. Elapsed time is calculated as:\n\n- TimepointsMovedSinceLastSpotCheck ? Min(LoiterTimeMovedSinceLastSpotCheck, TimepointsMovedSinceLastSpotCheck ) : LoiterTimeMovedSinceLastSpotCheck\nor\n- LoiterTimeMovedSinceLastSpotCheck\n\nThe 1st option penalises loitering up to a certain amount when it comes to giving the enemy extra time for cooldown. The 2nd option penalises loitering completely when it comes to enemy cooldowns.\n"},{"_id":"5639e380824b2b740cbac97d","treeId":"5639e380824b2b740cbac937","seq":5154947,"position":19,"parentId":"5639e380824b2b740cbac969","content":"Time Removed For Movement Region per Trigger: \n--------------------------------------------\nThere are 3 options which can determine whether/how movement region of the actively targeted unit is depleted due to coming under such suppressive fire. This can force a unit to be pinned down as a result, or fail to reach it's destination in time.\n\n- None\nor\n- TimepointsMovedSinceLastTrigger\nor \n- TimeRemovedForMovementRegion: TimepointsMovedSinceLastTrigger && !within(xy=1)GridUnitDistance ? Min(LoiterTimeMovedSinceLastTrigger, TimepointsMovedSinceLastTrigger) : LoiterTimeMovedSinceLastTrigger\n\nBoth 2nd and 3rd option artificially decreases movement region space, forcing a player to be pinned down and preventing him from reaching his destination at all costs. The 1st option gives the player a choice of deciding whether to continue moving on or not, considering the risks involved and actively deciding to be pinned down rather than artificially being forced to stop.\nOnly the 3rd option penalises loitering, particularly if you stick within the same spot and don't move out fast enough before the next enemy trigger."},{"_id":"5639e380824b2b740cbac97e","treeId":"5639e380824b2b740cbac937","seq":5154948,"position":20,"parentId":"5639e380824b2b740cbac969","content":"Suppression fire vs Overwatch Fire:\n-----------------------------------\nSuppression/Overwatch fire are all under interception fire, which has reduced accruacy and no critical damage.\n\nUnlike Overwatch, Suppression fire enforces:\n- Must be manually triggered on a visible target during an active turn, or a focused zone with targets within it.\n- Analog Loiter for exposure testing.\n- LoiterTimeMovedSinceLastSpotCheck for time elapsed for game enemies.\n- Only 1 exposure of >5% exposure is required.\n- Will add some loiter time when active unit goes into target mode, and will always yield an exposure test on the active unit, potentially shooting at it.\n"},{"_id":"5639e380824b2b740cbac97f","treeId":"5639e380824b2b740cbac937","seq":5154949,"position":21,"parentId":"5639e380824b2b740cbac969","content":"((DESIGN IMPLICATIONS:))\n\nActive Fire/Strikes:\n- critical damage available\n- ability to be combined with support fire on a single target as special ability\n\nOpputunity Fire:\n- No critical damage\n- May involve certain accruacy/effectiveness penalties.\n- Multiple fire on a single target while it's moving, and usually single fire on a single target while it's attacking.\n\nInterception Fire:\n------------------\nPlayer is rewarded for:\n\n* Having an advantage in not loitering, ie. quick decisive shortest path movements rather than hesitative back/forth/run+stop movement when potentially facing enemy interception fire.\n\n* A bit of twitch thinking and controller-based movement on the player's part:\n - Quick-thinking on the spot on deciding whether to stop movement (to either retreat or end turn) or continue running in the face of receiving interception fire in order to get a slight time advantage. \n - Running to cover at the last minute to avoid getting hit, or deciding to run through cover to avoid hits.\n\nNOTE: An \"easy-auto-pause\" mode can be used during enemy reaction triggers, but this operates under click-based movements rather than controller-based movement.\n\nPlayer doesn't require twitch gameplay in:\n- Having to \"End turn\" fast because the enemy doesn't react in real-time ticker, but only reacts while movement is being made.\n\nAll triggers must resolve before the player can end turn or trigger an action during a turn."},{"_id":"5639e380824b2b740cbac980","treeId":"5639e380824b2b740cbac937","seq":5154950,"position":22,"parentId":"5639e380824b2b740cbac969","content":"## Opputunity Attacks with Melee\n\nMelee engagements:\n\nOnce you get within engagement range of a melee aggro unit, a sort of combat circle surrounds you. \n\nMELEE OVERWATCH:\nSimilar to current system used for Ranged Overwatch, omitting out range considerations and considered all \"very close\" by default. Mode is always using Analog Loiter and Suppressive fire.\n- If melee aggro is on overwatch, he can pre/post-emptively strike you if loiter time has passed met requirement for the weapon swing impact time to hit you. Cover bonus against melee is halved.\n\nMelee overwatcher being attacked is priortized over others.\n\n________________________________\n\nMELEE OPPUTUNITY ATTACK:\nExiting the combat circle of a melee aggro\n- If not cautiously disengaging (slow back-pedaling/strafing) while facing the aggro, free quick opputunity attack thrust given to melee aggro.\n- Any existing pre-emptive MELEE OVERWATCH attacks on the target also needs to be resolved.\n\n_________________________________\n\n"},{"_id":"5639e380824b2b740cbac981","treeId":"5639e380824b2b740cbac937","seq":5154951,"position":23,"parentId":"5639e380824b2b740cbac969","content":"## Balancing Attacker vs Defender turns:\n\nAttacker turn:\n----------\n- Critical damage\n- Special abilities (Support Fire as part of it) \n\n\n\nDefender turn:\n-----------\n- Interception Attacks. Upon loitering/moving, can respond via multiple attacks\n- Retailiatory attack(s)"},{"_id":"5639e380824b2b740cbac982","treeId":"5639e380824b2b740cbac937","seq":5154952,"position":24,"parentId":"5639e380824b2b740cbac969","content":"### SUMMARY OF REACTION FIRE RULES AND ADJUSTABLE PARAMETERS FOR BALANCING:\n____________________________________________________________________\n\nBalance turn Scheme:\n_______________\nTurn-based, I Go- You Go team based as a standard sceheme.\nThus, active side will be quite powerful with the ability to deal critical damage and special abilities. This is counterable with reaction fire in the form of overwatch/suppression/retailiatory fire. However, higher damaging actions usually use up more time, which can mean potentially more reaction attacks on the enemy's part. But generally, the active side will still have the overall advantage of initiative and killing/damaging power so that camping is discouraged. Movement must still be encouraged by ensuring interception fire isn't too overpowered, and allowing ways of overcoming it.\n\nAdjustable balance parameters:\n\n- CPs. Similar to Valkyria Chronicles. CP(s) is used to control a unit and perform 1 action for the actve side, or perform some global order buff/action. The team with the first turn opening advantage will start with half less CPs, or the team that runs on the next turn at the starting phase will have double the CPs over the team with the first turn advantage.\n\n- Give between 0 - 0.215 seconds aggro time elapsed globally per CP used for a different unit? \n\n- For simplicity, provide free reloads of all ranged weapons at the start of every phase? If not, there needs to be an option to hold fire for weapons, or automatically hold fire once ammo reaches down to a certain limit. Overwatch fire control options become more important in such a situation.\n\nAlternative/additional balancing methods:\n\n- To further mitigitate first turn advantage, an initial WE-GO scheme setup with limited movement deployment regions between the forces can be done as part of first encounter, allowing both sides (or only the defending) to position themselves and set up necessary reaction/suppression fire accordingly before proceeding to the I-GO, U-GO scheme.\n\nOverwatch Fire:\n--------------------\n- 2 Exposures of anything above 50% is only required.\n\n\nAdjustable balance parameters:\n\n- Sentinel :: Default On. Usually On. Provides consecutive multiple shots instances as much as ammo capacity allows for unit\n- Covering Fire (X-Com 1) :: Default On. Usually On. Can be involved in firing back at enemies even while the enemies are engaging other targets,and even if enemies are firing from behind cover.\n- Automatic Reserved Overwatch: Will draw a minimum of 1 or more (depends on aggro rating of unit) forced engagements at the closer end of effective range per unit. Forced engagements are reserved targets for overwatch. Therefore, presenting more units exposed to the enemy may be good in lowering the reaction fire of against a moving unit by presenting units to them. Determining this is based on mutual nearest distance between mutually engagable targets. Number of passes in determing forced engagements is adjustable. \n- May involve a certain accruacy penalty.\n\n\nRetailiatory Fire:\n----------------\n- Retailiatory Fire TimeElapsed: Target Mode + Trigger Time\n- Min 1 Reacting Unit: from next best Interception Fire in after Retailiatory Fire TimeElapsed OR engaged target.\n- If Covering Fire mode is enabled, 1 Exposure of anything above 5% is only required for next best Interception Fire. \n\nAdjustable balance parameters:\n\n- Max Reacting Units based on aggro rating of unit, but usuaully all will only have aggro rating of 1 per unit.\nOR\n- Max Reacting units based on trigger time being used for weapon. Thus, single shots will yield less exposures.\n\n- Certain units like Ranged units may not have this feature , or may only have this feature against other ranged units only (thus providing melee attacks an advantage over ranged in not having ranged retailiatory fire against melee attackers). \n\n\nSuppressive Fire:\n----------------\n- Must be manually targeted to enable this mode. So, uses CP.\n- Interception Fire TimeElapsed: Target Mode Time (doesn't apply to melee targets)\n- Retailiatory Fire TimeElapsed: Trigger Time (doesn't apply to melee targets)\n- 0 or 1 Exposure of anything above 5% is only required. \n\n\nAdjustable balance parameters:\n- A certain Accuracy penalty imposed.\n- When Retailiatory fire occurs while Suppressive Fire is enabled, it interrupts trigger time of active targeter, forcing unit to fire off 1 shot only or less than intended shots.\n- Can reduce accruacy of targeter if suppressive fire rounds fired off during target mode, particularly if targeter is already suppressed.\n\nTargeted Overwatch:\n---------------------\n- Must be manually targeted to enable this mode. So, uses CP.\n- 0 or 1 Exposure of anything above 50% is only required.(Maybe use 1 for multiple targets)\n\nGlobal weapon settings:\n--------------\n( Urgency Close Range ) - For dealing fire urgently. Also the lowest range possible for all ranged weapons in game.\n( Effective Closing-In Range ) - Halfway between Effective Range of weapon and Urgency Close Range\n\nPer weapon settings:\n------------\nMinimum Range - Some weapons have a minimum range so if the enemy gets too close, you need to shove them forward first before being able to trigger the weapon's primary attack.\nEffective Range - It's all dependenant on the user's accruacy within effective range\nMaximum Range - From effective range to maximum range, the accruacy and damage diminishes for ranged weapons down to 25% of it's damage and 10% of accruacy. Percentages are adjsutable.\n\n\nBalancing melee weapon reaches:\n--------------------------------\nAdjustable balance parameters:\n\n- Critical chance base\n- Critical Damage\n- Critical ranges (by default not included. May not be included in as it adds unnecessary complexity)\n- Time to swing\n- Armor mitigation\n\nShorter reached weapons usually have slightly shorter time to swing, critical capabilitity, and armor piercing. However, longer reach weapons may have higher weight and thus higher base damage, and higher reach. Long reach weapons may also have a minimum range limit imposed."},{"_id":"5639e380824b2b740cbac983","treeId":"5639e380824b2b740cbac937","seq":5154953,"position":25,"parentId":"5639e380824b2b740cbac969","content":"Total checklist of adjustable parameters:\n\nTurn Parameters:\n--------------------\n[ ] CP\n[ ] 0 - 0.025 sec PlayerAggroNode time elapsed due to sequencing of actions\n[ ] Does the above apply to time elapsed for enemy aggro?\n[ ] Total time available per CP => Movement allowance for differnet units\n\nRetailiatory Fire Parameters:\n--------------------------------------\n[ ] Aggro Amount Response factor\n[ ] Retailiation Limitations\n\nInterception Fire Parameters:\n--------------------------------------\n[ ] Movement time being removed during enemy interception fire?\n\nOverwatch Fire Parameters:\n----------------------\n[ ] Sentinel count limit\n[ ] Covering Fire\n[ ] Reserved Overwatch Passes\n[ ] Overwatch Accruacy Penalty\n[ ] 1 or 2 exposure counts required (always >50% exposure)\n[ ] Free reloads at the start of every phase/start of turn/end of turn -or- Ammo conservation for overwatch\n\nTargeted overwatch\n---------------------\n[ ] 0 or 1 exposure counts required (always >50% exposure) \n\nSuppressive Fire Parameters:\n----------------------------\n[ ] Suppressive Accruacy Penalty\n[ ] Does it interrupt with Covering Fire?\n[ ] Accruacy Reduction of targeted\n[ ] 0 or 1 exposure counts required (always >5% exposure) \n\n\n\n________________________________________\n\nTurn variations:\n-----------------\n[ ] First encounter WE-GO?\n"},{"_id":"5639e380824b2b740cbac984","treeId":"5639e380824b2b740cbac937","seq":5154954,"position":1,"parentId":"5639e380824b2b740cbac983","content":"Asharena REALISM balance specs: \n-----------------------------------\nMore strategic options to handle realistic situations. But can be a bit unstreamlined as a result. Maybe it can be a pre-battle management option for different \"types\" of characters and their habits.\n\n\nTurn Parameters:\n--------------------\n\n### CP\nBased on scenerio. First turn player will start with half.\n\n### 0 - 0.025 sec PlayerAggroNode time elapsed due to sequencing of actions\nUnsure. Try 0.025 sec. \n\n### Does the above apply to time elapsed for enemy aggro?\nUnsure. Try loh.\n\n### Total time available per CP => Movement allowance for differnet units\nMovement region based on different unit's movement allowance\n\n### Target Mode loiter time\nMatches 1 exposure.\n\n** Char Specs Parameters below:\n\n\nInterception Fire Parameters:\n------------------------------\n### Movement time being removed during enemy interception fire?\nYes. To avoid exploitation of drawing out enemy fire infinitely till ammo bleeds dry.\n\n### Total Percentage chance hit requirement?\nNo. Or, Yes around 50%, without the above, assuming this will be good enough in most circumstances to kill off the enemy after a few shots.\n\nOverwatch Fire Parameters:\n--------------------------\n\n### Sentinel\nUnlimited For everyone by default. But adjustable.\n\n### Covering Fire\nEnabled For everyone by default. But can be disabled.\n\n### Reserved Overwatch Passes\n1 to aggro. Infinite passes.\n\n### Overwatch Accruacy Penalty\nNo. \n\n### 1 or 2 exposure counts required (always >50% exposure)\n2 exposure counts required or 1 with accruacy penalty.\n\n### Free reloads at the start of every phase/turn -or- at end of every turn -or- Ammo conservation for overwatch\nNo Free reloads. Option to conserve 1 (wihout covering fire) or 2 trigger time (for covering fire) worth of ammo if not suppressing or as many as you decide.\n\nRetailiatory Fire Parameters:\n--------------------------------------\n### Aggro Amount Response factor\nAlways fixed to 1 minimum. Based on sustained fire trigger time, may involve others to be stacked along, but capped trigger time.\n\nTargeted overwatch parameters\n---------------------\n### 0 or 1 exposure counts required (always >50% exposure) \n1 exposure count required. (or 0 with accruacy penalty?)\n\nSuppressive Fire Parameters:\n----------------------------\n### Suppressive Accruacy Penalty\nYes\n\n### Does it interrupt with Covering Fire?\nYes\n\n### Accruacy Reduction of targeted\nYes\n\n### 0 or 1 exposure counts required (always >5% exposure) \n0 exposure count required"},{"_id":"5639e380824b2b740cbac985","treeId":"5639e380824b2b740cbac937","seq":5154955,"position":2,"parentId":"5639e380824b2b740cbac983","content":"Valkyria Chronicles balance specs: \n-----------------------------------\nBased off Valkyria Chronicles game directly.\n\nTurn Parameters:\n--------------------\n\n### CP\nBased on scenerio. First turn player will start with half.\n\n### 0 - 0.025 sec PlayerAggroNode time elapsed due to sequencing of actions\n0 seconds\n\n\n### Does the above apply to time elapsed for enemy aggro?\nNo\n\n### Total time available per CP => Movement allowance for differnet units\nVaries from unit to unit...uses Char Specs.\n\n### Target Mode loiter time\nMatches VC\n\n** Char Specs Parameters below:\n\n\nInterception Fire Parameters:\n------------------------------\n### Movement time being removed during enemy interception fire?\nNo, but only on VC2, or N/A\n\nOverwatch Fire Parameters:\n--------------------------\n\n### Sentinel\nUnlimited For everyone. \n\n### Covering Fire\nAutomatic For everyone.\n\n### Reserved Overwatch Passes\n0 or N/A.\n\n### Overwatch Accruacy Penalty\nSlightly or N/A.\n\n### 1 or 2 exposure counts required (always >50% exposure)\n1 exposure count required or N/A (0 exposure counts >5% exposure without Suppressive Fire).\n\n### Free reloads at the start of every phase/turn -or- at end of every turn -or- Ammo conservation for overwatch\nFree reloads at the end of every turn\n\nRetailiatory Fire Parameters:\n--------------------------------------\n### Aggro Amount Response factor\nAlways fixed to 1. N/A for others in overwatch (or allow others in overwatch?).\n\nTargeted overwatch parameters\n---------------------\n### 0 or 1 exposure counts required (always >50% exposure) \n0 exposure count required or N/A.\n\nSuppressive Fire Parameters:\n----------------------------\n### Suppressive Accruacy Penalty\nNone or N/A (Yes?)\n\n### Does it interrupt with Covering Fire?\nNone or N/A (Yes?)\n\n### Accruacy Reduction of targeted\nNone or N/A (Yes?)\n\n### 0 or 1 exposure counts required (always >5% exposure) \n0 or N/A \n"},{"_id":"5639e380824b2b740cbac986","treeId":"5639e380824b2b740cbac937","seq":5154956,"position":3,"parentId":"5639e380824b2b740cbac983","content":"Asharena balance specs: \n-----------------------------------\nThe standard streamlined specs for Asharena.\n\nTurn Parameters:\n--------------------\n\n### CP\nBased on scenerio. First turn player will start with half.\n\n### 0 - 0.025 sec PlayerAggroNode time elapsed due to sequencing of actions\nUnsure. Try 0.025 sec. \n\n### Does the above apply to time elapsed for enemy aggro?\nUnsure. Try loh.\n\n### Total time available per CP => Movement allowance for differnet units\nMovement region based on different unit's movement allowance\n\n### Target Mode loiter time\nUnsure. Matches VC\n\n** Char Specs Parameters below:\n\n\nInterception Fire Parameters:\n------------------------------\n### Movement time being removed during enemy interception fire?\nNo. (for now)\n\nOverwatch Fire Parameters:\n--------------------------\n\n### Sentinel\nUnlimited For everyone. \n\n### Covering Fire\nAutomatic For everyone.\n\n### Reserved Overwatch Passes\n1 to aggro. Infinite passes.\n\n### Overwatch Accruacy Penalty\nNo. (for now)\n\n### 1 or 2 exposure counts required (always >50% exposure)\n2 exposure counts required \n\n### Free reloads at the start of every phase/turn -or- at end of every turn -or- Ammo conservation for overwatch\nFree reloads at the start of every phase\n\nRetailiatory Fire Parameters:\n--------------------------------------\n### Aggro Amount Response factor\nAlways fixed to 1. Allow others in overwatch.\n\nTargeted overwatch parameters\n---------------------\n### 0 or 1 exposure counts required (always >50% exposure) \n1 exposure count required\n\nSuppressive Fire Parameters:\n----------------------------\n### Suppressive Accruacy Penalty\nYes\n\n### Does it interrupt with Covering Fire?\nYes\n\n### Accruacy Reduction of targeted\nYes\n\n### 0 or 1 exposure counts required (always >5% exposure) \n0 exposure count required"},{"_id":"5639e380824b2b740cbac987","treeId":"5639e380824b2b740cbac937","seq":5154957,"position":26,"parentId":"5639e380824b2b740cbac969","content":"# Roadmap\n\nBASICS:\n[ ] Analog Controls (UX)\n[ ] Redo OverWatch and Retailiatory Fire with parameters (Gameplay)\n[ ] Movement grid region system (UX and Gameplay)\n____________________\n\n\nADVANCED:\n[ ] Add Targeted overwatch and Suppressive Fire mechanic with parameters (Gameplay)"},{"_id":"5639e380824b2b740cbac988","treeId":"5639e380824b2b740cbac937","seq":5154958,"position":27,"parentId":"5639e380824b2b740cbac969","content":"Melee combat system:\n-----------------------\n\nHuman footbase: 32 units\nHuman unit base: Somewhere between 32 units to 48 units. Used for collision detection.\nHuman engagement range: Depends on the range of the melee weapon, usually around at 128 units on average between human sizes. \nHuman engagement safe-range border: Also known as Zone of Control. Human engagement range + half of human footbase distance.\n\nWhen you exit out of human engagement range of an enemy, or do so halfway towards human engagement safe-range border, an opputunity attack is always potentially available for the enemy to take. \n\nEnemy engagement safe-range border drawn as a circle known as \"Zone of Controls\". You can wander freely around this border without drawing any reaction attacks from such units, similar to Mordheim City of the Damned, where iuter movement clipping is enabled for these Zone of Controls, and you cannot enter the Zone of control of an enemy unit until you choose to engage him via a melee attack that causes you to enter that zone of control. Additionally, unlike Mordheim City of the Damned, you can manually engage him via action-style Dark souls locking-on, causing the zone of control to be unlocked and you can enter it. Note that loitering within the effective maximum range of the enemy weapon can yield a free stationery ambush attack from the melee unit.\n\nEffective melee weapon ranges are clamped to approximate multiples of 16 game units, which is half the distance of human footbase.\n\nAll weapons have 3 stats:\nEffective maximum range: Effective range of the weapon which determines the Human engagement range radius and Zone of Control.\nEffective minimum range: Effective range of the weapon. Used as a closed-in charging attack distance limit at times.\nMinimum range: Range of the weapon capable of dealing a proper attack with it. If you are carrying such a weapon, you cannot move in closer beyond this range boundary to a targeted enemy, but you can move out of it, which is necessary if you need to deal a proper attack with the given weapon.\n\n\nThe nature of melee attacks :\n-------------------------------\n\nWhen you go into target mode, attack choices are given descriptively according as below that provides a combination of auto-manuevers to accompany your attack:\n\nSpring attack: \nAvailable if your weapon range can't reach the enemy and you are at the enemy's Zone of Control border or within it, but can still reach the enemy within a human footbase distance. Lunges forward by the required amount (up to a maximum of a human footbase or half of it) to strike at enemy, than springs back into the original position. Prone to counterattack from enemy. This will form a combat engagement between you and the enemy. Allows disengaging from combat with the least risk particularly if you are at the enemy's Zone of Control border or if you want to minimise a unit's chance of escape.\n\nClosed-in Charging attack: \nAvailable if your weapon's effective maximum range is usually shorter than the enemy's and there's room to move in closer to the enemy to either meet your weapon's minimum range if it's shorter than the enemy's, or else towards your effective minimum weapon range. This will form a combat engagement between you and the enemy. Disengage with more risk for both you and the enemy due to the closer range of the engagement. Not prone to counterattack if your position goes beyond minimum range of enemy's weapon, and will attempt to move in as close past that range in order to deal such an attack if possible. A common tactic used against spears. If you get hit while charging, the charge is deemed failed.\n\nCharge-in attack:\nAvailable if you can't reach the enemy and you need to rush in to meet your weapon's effective maximum range against the enemy. This will form a combat engagement between you and the enemy. This can potentially be safer for dis-engaging compared to closed-in charging attack which can require you to move further in. If you get hit while charging, the charge is deemed failed.\n\nOpputunity attack:\nOccurs when you attempt to disengage from combat against the enemy, or happens to run out of the Zone of Control of an enemy. Bonus effectiveness of disengaging opputunity attack affects the chance to hit and higher chosen damage bias, and is determined by the amount of extra straight-line distance traversed within the opputunity attacker's zone of control before exiting out of it.\n\nReach attack: \nAvailable if your weapon range is higher than the enemy's weapon range and you conduct the attack at a safe range. Not prone to counter attack. This will NOT form a mutual melee engagement between you and the enemy, but the enemy will be engaged to you and is susceptible to your opputunity attacks if he chooses to exit out of the engagement on his turn. Spears are such weapons.\n\nRegular attack:\nAvailable if your current weapon can attack the enemy from your current position without further movement, and the enemy's weapon's range can also reach you. Usually happens if both units have the same weapon ranges. Susceptible to counterattacks. Forms an engagement beween you and the enemy. Susceptible to opputunity attacks if you disengage.\n\nBack-off and attack: (might trigger an opputunity attack, and this is stated)\nAvailable if you are too close to the enemy to deal an attack, and need to back off more just enough (if there's space available) to deal an attack.\n\nBack-pedal and attack: (might trigger an opputunity attack, and this is stated)\nAvailable if you can afford to move further back towards your effective range to deal an attack.\n\nShoving attack:\nAvailable if you are too close to the enemy to deal an attack, and need to attempt to shove him forward. Deals a bit of damage, but primarily to shove the enemy.\n\nBalancing longer reach vs shorter reach weapons:\nLonger ranged melee weapons may be better in general in terms of the overall reach and weight for damage, but shorter ranged melee weapons have higher critical chance and potentially better critical multipliers."},{"_id":"5639e380824b2b740cbac989","treeId":"5639e380824b2b740cbac937","seq":5154959,"position":28,"parentId":"5639e380824b2b740cbac969","content":""},{"_id":"5639e380824b2b740cbac98a","treeId":"5639e380824b2b740cbac937","seq":5161359,"position":10,"parentId":null,"content":"# Riddle of Steel Combat Integration Notes"},{"_id":"5639e380824b2b740cbac98b","treeId":"5639e380824b2b740cbac937","seq":5154961,"position":1,"parentId":"5639e380824b2b740cbac98a","content":"### This section contains rules specific to realistic/fantasy medieval settings, where The Riddle of Steel combat mechanics can be used over together with existing Battle System involving units/movement."},{"_id":"5639e380824b2b740cbac98c","treeId":"5639e380824b2b740cbac937","seq":5155136,"position":2,"parentId":"5639e380824b2b740cbac98a","content":"# Reference Links to TROS\n\nhttp://tros.thewestwinds.net/index.php?title=Combat_Maneuver\n\nhttp://knight.burrowowl.net/doku.php?id=rules:general_combat_outline"},{"_id":"5639e380824b2b740cbac98d","treeId":"5639e380824b2b740cbac937","seq":5154963,"position":3,"parentId":"5639e380824b2b740cbac98a","content":"# Flowchart Diagram describing turn-flow integration with TROS combat mechanics.\n\n(Depreciated. But can be kept as a general reference)\n\nhttps://raw.githubusercontent.com/Glidias/Asharena/master/bin/riddle/img/asharenatable.png?edited\n\n\n*Legend:\n- Purple: Conditional events that might happen at any given time at that given juncture. Such events aren't forced to happen and can be foregoed.\n- Yellow: Switch-case resolution, only one of the events must occur.\n- Red: A definite resolution that causes player to lose initiative.\n- Green: A definite resolution that causes player to re-gain/maintain initiative.\n- Grey: A neutral resolution or further elaboration of the situation."},{"_id":"5639e380824b2b740cbac98e","treeId":"5639e380824b2b740cbac937","seq":5154964,"position":4,"parentId":"5639e380824b2b740cbac98a","content":"Pure Riddle of Steel Mode:\n----------------------------\n(Depreciated. But can be kept as a general reference)\n\nIngame, the Decision popup menu can be opened/closed by the player at anytime, allowing one to decide on the unit's Prefered Defense/Prefered Attack maneuvers and CP slider allocation beforehand, and acts as a way of pausing/unpausing the action and determining the unit's prefered tactics. However, in Pure Riddle of Steel mode, the intention is to be as faithful as possible to the original experience, so this menu auto-opens whenever a roll event occurs, with new situational information of the being presented, allowing exact reaction decisions to be made on the spot at the relavant critical junctures, without having to rely on scripting.\n\nSo, how it works?\n\nWhen going to target mode to point at various in-range enemies (with their visible stances) for a melee engagement:\n\n1 or 2 choices are available, depending on whether you lost the initiative or you have initiative.\n\n1) Roll Attack\n - (Roll event occurs and triggers menu popup. If enemy's blow is faster or will hit you at the same time as you hit him, information of the enemy attack is shown)\n - In popup menu, you can determine Prefered Attack, CP amount (buy initiative if possible) or select auto-aim different hit zones of the enemy target.\n - Exit menu to exit target mode. Exiting target mode will always trigger Prefered Attack manuever with all it's settings as the action unpauses.\n\nStipulations:\n- If you hit, or having a higher margin of success, you maintain initiative and can optionally deal a followup second bonus attack roll if it was the 1st exchange in the turn.\n- If it's a tie with zero margin of success, you maintain intiative if the enemy is defending. If the enemy is also attacking, then a pause occurs and both you and the enemy regain initiative, but the 2nd exchange is forfeited.\n- If you miss, initiative can be given over to the enemy and the enemy can counterattack roll if it was the 1st exchange in the turn.\n\n\n2) Roll Defense\n - (Roll event occurs and triggers menu popup. Information of the enemy attack is shown)\n - In popup menu, you can determine Prefered Defense, CP amount (buy initiative if you wish to perform a Prefered Attack instead), or select auto-aim different hit zones of the enemy target.\n - Exit menu to exit target mode\nExiting target mode will always trigger Prefered Defense/Attack manuever with all it's settings as the action unpauses.\n\nStipulations:\n- If enemy hit, you maintain initiative and can deal second bonus attack roll if it was the 1st exchange in the turn.\n- If enemy hits, initiative is given over to him and he has a choice to carry out a counterattack roll if it was the 1st exchange in the turn.\n"},{"_id":"5639e380824b2b740cbac98f","treeId":"5639e380824b2b740cbac937","seq":5162333,"position":5,"parentId":"5639e380824b2b740cbac98a","content":"### Misc Stipulations:\n\nMovement:\n\n- Moving units or waiting/loitering can draw opputunity attacks from enemies.\n\n- Stance can only be set at the start or end of the turn and only if the particular unit has initiative against all melee threats or isn't melee-threatened at all. It reverts back to Neutral stance once any movement/actions occur during the turn.\n\n- Once a [Pause] or successful disengagement occurs between 2 opposing sides, both sides regain their intiatives, can change stance if possible under stipulated conditions, and can either roll attack or defense against each other if they are within range (or get back within range first).\n\n- Full Evade manuever is only possible if you are standing at the edge of a melee engagement's enemy zone of control or is implicitly done when attempting to exit out of an enemy's melee engagement zone of control. There must be room to escape out of the enemy's zone of control, so, if you are cornered, such a manuever is not possible. Also, Full Evade is only possible if you did not attack in the previous exchange, otherwise, it resolves to only an initial Partial Evade first, or you must manually roll a defense manuever first or wait for a [Pause]. If it was only the first exchange, you can perform a Full Evade on the second exchange and will automatically do so if there was a resolution through Partial Evade first. If it's a partial evade resolution for the 1st exchange, only half of the remaining CPs (rounded up) is used in the 1st exchange before using the remaining half against the Full Evade in the second exchange. \n\nNon mutual engagement attacks:\n\n- Drawing an opputunity attack from enemy means you auto-Roll Defense. \n\n- If opputunity attack is a disengagement strike (ie. done while exiting a enemy's melee engagement zone of control), Full Evade is the defensive manuever always being used and all remaining CPs from both sides are used. If you get hit, you are pinned and you have to remain within the zone at the edge, and you are forced to use another turn to unpin yourself, where another Full Evade attempt is required, else you remain in combat engagement until you successfuly performed a Full Evade. This process is done automatically without the Decision popup needing to be opened. The manuever being made for a disengagement opputunity attack is usually a quick thrust/spike or cut/strike, depending on the weapon and situation.\n \n- A reach attack on a target (ie. a melee attack on a target in which the target doesn't have enough reach to retailiate back readily) forces the target to Roll Defense as well. If the target regains intiative, no counterattack on the second exchange is possible unless the target wants to deal a Charging counterattack and has room to do so.\n\nPerception:\n\n- (House rule) Perception stat of units can be used to determine how much information is present at their given Decision moments."},{"_id":"5639e380824b2b740cbac990","treeId":"5639e380824b2b740cbac937","seq":5154966,"position":6,"parentId":"5639e380824b2b740cbac98a","content":"Basic Moves:\n---------------\nBash \nGreater Bash (same as bash but +1 CP for added damage)\nSpike\nGreater Spike (same as spike but +1 CP for added damage)\nBeat\nBind and Strike\nCut\nDisarm\nDraw Cut\nFeint-and-thrust\nFeint-and-cut\nHead Butt\nHook\nKick\nPommel Bash\nPunch\nStop Short\nThrust\nToss (note that for \"Kick Sand\", repeatedly doing it will be less effective for everyone in the vincity)\n\n\nAdvanced Moves:\n--------------------\n\nSimultaneous Block/Strike - Requires dual interface\nMaster Strike (level 15, requires dual itnerface)\nTwitch - (level 8, requires dual interface for twitch set)\nQuick Draw - (Level 6), requires interface to change to other weapon\nMurder Stroke (requires mail gloves)\nDouble Attack (requires dual interface and possibly differnet targets)\nEvasive Attack (level 6, requires fallback positioning)\n\nGrapple (requires positioning)\nHalf Sword (requires mail glove. requires some form of halfsword indicator)\n"},{"_id":"5639e380824b2b740cbac991","treeId":"5639e380824b2b740cbac937","seq":5154967,"position":7,"parentId":"5639e380824b2b740cbac98a","content":"# Interface\nhttp://pasteboard.co/1w0CDBFB.png\n\nHUD:\n---------\n1) dial controls to see or change manuever/cost\n2) scrollable list-overlay ( for manuever+buyInitiativeCheckbox, or basic list for non-humanoid body)\n3) humanoid body zone view :: when attacking/defending\n4) Info menu\n\nIf using defense dial, buy intiative checkbox will change the contents/selection of the manuever to an offensive one. Unchecking will revert back the state."},{"_id":"5639e380824b2b740cbac992","treeId":"5639e380824b2b740cbac937","seq":5154968,"position":8,"parentId":"5639e380824b2b740cbac98a","content":"Roguelike \n---------------\nRoguelikes tend to be more faster-paced, in semi-realtime or realtime, rather than fully turn-based.\n\n - (Solo vs AI): \n\nThis mode works fairly intuitively like a regular solo roguelike rpg but with a target mode view (that pauses the game action, either done manually or automatically during critical moments) to roll precise attack/defense manuevers against enemies during 1-vs-1 or 1-vs-many exchanges. \n\nSince it's solo-based against AI, it's fast-paced to resolve moves accordingly. \n\nWhen you move per step, enemies also make their counter movements in response to your movements in semi-realtime. This might not work well for certain game type movement/view controls, so, optionally, enemies can tick and move in full real time regardless of whether you are moving or not, forcing you to pause the action as you see fit. (RTWP)\n\n- (Party vs AI):\n\nA slight modification to the above to allow managing a small party like in Dragon Age or Baldur's Gate. Party members can move together as group(s), following a main leader which is player-controlled, or as switchable solo individuals while the other AI does their own thing. \n\nMicromanagement is kept to the minimal with AI controlled units performing their manuevers independantly for every step you make in semi/full-realtime, but you can optionally give orders beforehand for AI controlled units to attack different targets with different manuevers under each step, or attempt to disengage, change path, etc."},{"_id":"5e4c070c58dc1f59ba000196","treeId":"5639e380824b2b740cbac937","seq":5161360,"position":8.5,"parentId":"5639e380824b2b740cbac98a","content":"## Tactics turn-based game mode\n\nGood for supporting multiple combatants and positional units/miniatures.\n\nhttps://gingkoapp.com/app#5639e38e824b2b740cbac9c4"},{"_id":"5639e380824b2b740cbac99a","treeId":"5639e380824b2b740cbac937","seq":5154976,"position":11,"parentId":null,"content":"# Turn-flow (Depreciated)"},{"_id":"5639e380824b2b740cbac99b","treeId":"5639e380824b2b740cbac937","seq":5154977,"position":1,"parentId":"5639e380824b2b740cbac99a","content":"(Depreciated in favor of Riddle of Steel rules)\n\nDifference from Divinity :\nMovement points instead of action points per turn. They determine how much your characters move. This is either represented in giving more movement points to characters, or making characters move faster per movement point. Either way, it's the same because movement points are primarily for movement.\n\n\nDifference from Divinity:\nSkill actions (ie. special abilities) will cost a certain percentage of your initial total movement points rather than actual points itself. This means a character with faster Speed doesn't necessarily mean a character that can perform more special actions in a row. However, similar to Divinity: Original Sin however, is that the movement point percentage cost of a skill action might be more or less depending on your skill level in that area of expertise. Using skill actions will require the player to reserve those actions beforehand to prevent him from \"accidentally\" exceeding his usage of movement points while moving the character around.\n\nSome skill actions can cost stamina as well, which is a seperate pool of \"energy\".\n\nSome skill actions have a phase cooldown requiring several enemy turns before you can re-use the action.\n\n\nSimilarites to Valkyria:\nWhen running under a command point system, each command point means only 1 action for 1 turn using 1 command point. If multiple actions can be done per turn, than one must allow even basic attack to cost a certain percentage of total movement points.\n\nHow it applies to Asharena:\nYou can execute another action by using another command point for the subsequent turn like in Valkyria, but re-playing the same unit for the subsequent turn will result in incrementally halving the movement points provided, thus limiting what you can do on the 2nd repeated turn of a unit. (eg. a skill action that uses higher than 50% of movement points, such as a 55% skill action, cannot be done on a 2nd-repeated turn. A skill action that is above 25%, cannot be done on a 3rd repeated turn). Thus, your combos are limited according to the time tiers of the skill actions (>50%, >25%, >12% ), therefore sometimes requiring more \"difficult/time-consuming\" actions to be executed first.\n"},{"_id":"5639e380824b2b740cbac99d","treeId":"5639e380824b2b740cbac937","seq":5154979,"position":13,"parentId":null,"content":"# Potentials (Depreciated)"},{"_id":"5639e380824b2b740cbac99e","treeId":"5639e380824b2b740cbac937","seq":5154980,"position":1,"parentId":"5639e380824b2b740cbac99d","content":"Defined as Talents under Divinity: Original Sin.\n\nDefined as Potentials in Valkyria Chronicles.\n"}],"tree":{"_id":"5639e380824b2b740cbac937","name":"Asharena Dev Gamedesign","publicUrl":"asharena-dev-gamedesign"}}