Combat

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(Basically, but the proposed canon section is no place to write text as a question.)
 
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==Proposed Canon==
==Proposed Canon==
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Combat in [[Erfworld]] can occur whenever one [[Side|side's]] [[Units]] choose to attack a second Side's Units that are in the same [[hex]] or [[zone]]. Attacking is not restricted to [[Sides]] that are on [[Turn]]: a [[Side]] that is not on [[Turn]] may attack another Side that is not on Turn during a third Side's Turn. It is not known if combat can occur at night between Units that declined to attack each other during the day but remained in the same hex: it is known that units are not forced to sleep and can perform other tasks.
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Combat in [[Erfworld]] can occur whenever one [[Side|side's]] [[Units]] choose to attack a second Side's Units that are in the same [[hex]] or [[City#City Zones|zone]].
===Forces===
===Forces===
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A [[Side|Side's]] [[Units]] may be grouped into [[Stack|Stacks]], or may fight as single [[Units]]. There is no limit to the number of Units that may stack together. Each Stack fights as a single entity, working together to perform a single task.  
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A [[Side]]'s [[Unit]]s may be grouped into [[Stack]]s, or may fight as single [[Unit]]. There is no limit to the number of Units that may stack together, though the bonuses gained from being in a stack max out at 8. Each Stack fights as a single entity, working together to perform a single task.
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Leaders perform the tasks of officers. Leaders may re-organize stacks in the vicinity, provide instructions to stacks, provide combat instructions to any units stacked with the leader, and provide a bonus to units in the same stack. Leaders are [[Commander|Commanders]], [[Casters]], [[Warlords]], [[Chief Warlord|Chief Warlords]], and [[Ruler]]s.
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Leaders perform the tasks of officers. Leaders may re-organize stacks in the vicinity, provide instructions to stacks, provide combat instructions to any units stacked with the leader, and provide a bonus to units in the same stack. Leaders are [[Caster]]s, [[Warlord]]s, [[Chief Warlord]]s (all three [[unit]] types are also referred to as [[Commander]]s), and [[Ruler]]s.
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For details on the effects of Special Abilities on [[Stack|stacking]] and force make-up, see [[Unit]].
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For details on the effects of Special Abilities on [[stack]]ing and force make-up, see [[Unit]].
===Attacking===
===Attacking===
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* the defender is in the same [[hex]] as the attacker
* the defender is in the same [[hex]] as the attacker
* the attacker is aware of the presence of the non-allied units
* the attacker is aware of the presence of the non-allied units
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* the attacker is capable of reaching the non-allied units with its weapons (Ie. [[Archer|Archers]] can attack flying units, but meleers cannot, see Terrain below for more details, but the fact the enemy's defenses are too powerful to cause damage does not prevent attacking.)
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* the attacker is capable of reaching the non-allied units with its weapons (Ie. [[Archer]]s can attack flying units, but meleers cannot, see Terrain below for more details, but the fact the enemy's defenses are too powerful to cause damage does not prevent attacking.)
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Note that furher use of "attacker" and "defender" is not appropriate in a [[Real-Time Combat]] system: it is only useful to determine if any combat is possible between two [[Units]]. Once combat has initiated, damage dealing is simultaneous for both Units.
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Note that further use of "attacker" and "defender" is not appropriate in a [[Real-Time Combat]] system: it is only useful to determine if any combat is possible between two [[Units]]. Once combat has initiated, damage dealing is simultaneous for both Units.
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The effectiveness of one [[Unit|Unit]] vs. another is determined by some function of:
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The effectiveness of one [[Unit]] vs. another is determined by some function of:
* offensive Unit's [[Combat_(stat)|Combat]] statistic with bonuses
* offensive Unit's [[Combat_(stat)|Combat]] statistic with bonuses
* defensive Unit's [[Defense]] statistic with bonuses
* defensive Unit's [[Defense]] statistic with bonuses
This calculation may be performed for both Units simultaneously, due to the [[Real-Time Combat|real-time]] nature of the Combat system.
This calculation may be performed for both Units simultaneously, due to the [[Real-Time Combat|real-time]] nature of the Combat system.
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The amount of damage dealt is known as "hitsies". This value is subtracted from the [[Hits]] statistic of the defensive Unit. If the result is zero or less, the Unit is [[croaking|croaked]].
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When an attacker successfully gets in its "hitsies", it deals some amount of damage. This amount is subtracted from the [[Hits]] statistic of the defensive Unit. If the result is zero or less, the Unit is [[croaking|croaked]]. There may be a function, similar to the new D&D rules, where a unit must have negative hit points for it to be croaked, and otherwise is out of commission.
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A [[Stack|stack]] that is lead by a [[Warlord|leader]] can selectively target specific enemy [[Unit|units]] in a Stack they are attacking.{{Erf|1|049}}
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A [[stack]] that is lead by a [[Warlord|leader]] can selectively target specific enemy [[unit]]s in a Stack they are attacking.{{Erf|1|049}}
The organization of a [[Side|Side's]] forces are not restricted to a smaller hex grid inside the [[hex]]. With flight, units may be above or below each other, or do anything else they could on Earth, like climb on each other's shoulders. [[Units]] can perform any function a human on Earth would.
The organization of a [[Side|Side's]] forces are not restricted to a smaller hex grid inside the [[hex]]. With flight, units may be above or below each other, or do anything else they could on Earth, like climb on each other's shoulders. [[Units]] can perform any function a human on Earth would.
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===Combat Bonuses===
===Combat Bonuses===
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While combat is resolved based on the stats of the [[Units|units]] involved, bonuses can have a large effect.{{Erf|1|125}}  Bonuses are cumulative, so it is most effective to combine as many of them as possible.
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While combat is resolved based on the stats of the [[unit]]s involved, bonuses can have a large effect.{{Erf|1|125}}  Bonuses are cumulative, so it is most effective to combine as many of them as possible.
Bonuses apply to both [[Sides]] in combat. It is not known if they apply to just [[Combat_(stat)|Attack]] or to [[Defense]] as well.
Bonuses apply to both [[Sides]] in combat. It is not known if they apply to just [[Combat_(stat)|Attack]] or to [[Defense]] as well.
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* Bonus based on [[Leadership]] stat
* Bonus based on [[Leadership]] stat
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** [[Commander|Commanders]] have a Leadership bonus of 0
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** [[Commander]]s have a [[Leadership]] bonus of 0
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** [[Warlords]] and higher ranks have a leadership bonus of 1 or more
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** [[Warlords]] and higher ranks have a [[leadership]] bonus of 1 or more
** Applies fully to all [[Units|units]] in the [[Warlord|Warlord's]] stack
** Applies fully to all [[Units|units]] in the [[Warlord|Warlord's]] stack
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*** the highest known bonus is 9 (for [[Jillian]]), but there is no level limit so there may be no limit to this bonus
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*** the highest known bonus is 10 (for [[Ansom]]), but there is no level limit so there may be no limit to this bonus
* [[Chief Warlord]] bonus
* [[Chief Warlord]] bonus
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** Bonus applies partially to all units in the [[Hex|hex]]{{Erf|1|113}}
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** Bonus applies partially (~1/3) to all units in the [[Chief Warlord|Chief Warlord's]] Side{{blog|2009|09|summer-updates-033}}
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** Bonus applies fully to all [[Units|units]] in the [[Chief Warlord|Chief Warlord's]] stack
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** Bonus applies halved to all units in the [[hex]]{{Erf|1|113}}
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** Bonus applies fully to all [[unit]]s in the [[Chief Warlord|Chief Warlord's]] stack
** Bonus applies fully to all units in a [[Side|side's]] [[Capital Side|capital]]
** Bonus applies fully to all units in a [[Side|side's]] [[Capital Side|capital]]
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* Leadership Bonus of [[Casters]]
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* [[Leadership]] Bonus of [[Casters]]
** Casters act as Commanders
** Casters act as Commanders
** [[Croakamancer]]  
** [[Croakamancer]]  
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*** "Huge" bonus applies to all [[Uncroak|uncroaked]] [[Units|units]] in the [[Croakamancer|croakamancer's]] stack{{Erf|1|084a|, Klog #10}}
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*** "Huge" bonus applies to all [[Uncroak|uncroaked]] [[unit]]s in the [[Croakamancer|croakamancer's]] stack{{Erf|1|084a|, Klog #10}}
** [[Dirtamancer]]
** [[Dirtamancer]]
*** Bonus applies to [[Dirtamancer]] created [[Golem|golems]].{{Erf|1|084a|, Klog #10}}
*** Bonus applies to [[Dirtamancer]] created [[Golem|golems]].{{Erf|1|084a|, Klog #10}}
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===Defending===
===Defending===
In a [[Real-Time Combat]] system, there is no defender; however, in [[Erfworld]], units that are not on [[Turn]] are restricted in their activities. [[Units]] not on Turn may attack only non-allies that enter the same [[hex]]: if the defending Unit declines to attack the Unit as it enters, it may not attack later.{{Ref|1}}
In a [[Real-Time Combat]] system, there is no defender; however, in [[Erfworld]], units that are not on [[Turn]] are restricted in their activities. [[Units]] not on Turn may attack only non-allies that enter the same [[hex]]: if the defending Unit declines to attack the Unit as it enters, it may not attack later.{{Ref|1}}
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==Speculation==
==Speculation==
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Bonuses may be applied to level, creating an '''effective''' level in the stack that alters all of the unit's statistics (Hits, Combat, Defense, and Loyalty).  This of course would not alter the unit's '''actual''' level, but could manipulate the amount of experience they accrue.
==References==
==References==

Latest revision as of 17:29, 21 May 2013

This page is reserved for description of rules and mechanics of combat in Erfworld. For information on Combat as a unit stat go to Combat_(stat)


Contents

[edit] Proposed Canon

Combat in Erfworld can occur whenever one side's Units choose to attack a second Side's Units that are in the same hex or zone.

[edit] Forces

A Side's Units may be grouped into Stacks, or may fight as single Unit. There is no limit to the number of Units that may stack together, though the bonuses gained from being in a stack max out at 8. Each Stack fights as a single entity, working together to perform a single task.

Leaders perform the tasks of officers. Leaders may re-organize stacks in the vicinity, provide instructions to stacks, provide combat instructions to any units stacked with the leader, and provide a bonus to units in the same stack. Leaders are Casters, Warlords, Chief Warlords (all three unit types are also referred to as Commanders), and Rulers.

For details on the effects of Special Abilities on stacking and force make-up, see Unit.

[edit] Attacking

An Unit (the attacker) may attack another unit (the defender) when it meets all of the following conditions:

  • the defender is not an ally of the attacker
  • the attacker is on Turn or when the defender enters the same hex with the attacker
  • the defender is in the same hex as the attacker
  • the attacker is aware of the presence of the non-allied units
  • the attacker is capable of reaching the non-allied units with its weapons (Ie. Archers can attack flying units, but meleers cannot, see Terrain below for more details, but the fact the enemy's defenses are too powerful to cause damage does not prevent attacking.)

Note that further use of "attacker" and "defender" is not appropriate in a Real-Time Combat system: it is only useful to determine if any combat is possible between two Units. Once combat has initiated, damage dealing is simultaneous for both Units.

The effectiveness of one Unit vs. another is determined by some function of:

  • offensive Unit's Combat statistic with bonuses
  • defensive Unit's Defense statistic with bonuses

This calculation may be performed for both Units simultaneously, due to the real-time nature of the Combat system.

When an attacker successfully gets in its "hitsies", it deals some amount of damage. This amount is subtracted from the Hits statistic of the defensive Unit. If the result is zero or less, the Unit is croaked. There may be a function, similar to the new D&D rules, where a unit must have negative hit points for it to be croaked, and otherwise is out of commission.

A stack that is lead by a leader can selectively target specific enemy units in a Stack they are attacking.Erf-b1-p049Same-site.PNG

The organization of a Side's forces are not restricted to a smaller hex grid inside the hex. With flight, units may be above or below each other, or do anything else they could on Earth, like climb on each other's shoulders. Units can perform any function a human on Earth would.

[edit] Terrain

Restrictive terrain may prevent combat between Units. See Movement for details on moving between hexes of different types.

  • Air Units
    • While over Water, Mountains, or Heavy trees may only be attacked by other Air Units
    • While in Forests may only be attacked by Forest Units and Air Units
  • Water Units
  • Forest Units

[edit] Combat Bonuses

While combat is resolved based on the stats of the units involved, bonuses can have a large effect.Erf-b1-p125Same-site.PNG Bonuses are cumulative, so it is most effective to combine as many of them as possible.

Bonuses apply to both Sides in combat. It is not known if they apply to just Attack or to Defense as well.

[edit] Known Bonuses

  • Bonus based on Stack size
    • Each unit in the stack adds 1 to the bonus, to a maximum of 8
      • Traditionally, this results in 8-unit stacks being the most common
      • A minimum sized stack of 2 would begin with a bonus of 2
  • Dance Fighting bonus
    • During combat, each side performs a dance (and might sing).Erf-b1-p111Same-site.PNG and Erf-b1-p127Same-site.PNG
      • See Unit for more details on the Natural Ability Dance Fighting

[edit] Defending

In a Real-Time Combat system, there is no defender; however, in Erfworld, units that are not on Turn are restricted in their activities. Units not on Turn may attack only non-allies that enter the same hex: if the defending Unit declines to attack the Unit as it enters, it may not attack later.[1]

[edit] Speculation

Bonuses may be applied to level, creating an effective level in the stack that alters all of the unit's statistics (Hits, Combat, Defense, and Loyalty). This of course would not alter the unit's actual level, but could manipulate the amount of experience they accrue.

[edit] References

1. ^  Word of the Titans
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