Hello all, over the time I've been here I've seen (and made attempts at) several mechanic ideas that are aimed at emulating battling between creatures / players.
This time I am hoping to take a bit of time to flesh out a mechanic for battling between players and creatures or player to player using equipped weapons.
The basic idea is that the player will use their equipped weapon to battle a creature (or the opposing player). E.g. the player deals damage to the duel target / victim equal to the ATK of their equipped weapon and (maybe?) receives damage from the opposing player or creature in return.
The specifics on this can have a subtle, but significant, impact on how this mechanic is balanced.
I already have a series example that revolves around this mechanic to give an idea of how it could be used.
What I am aiming for in this thread is to get some discussion / outside input on how best to implement 'dueling',
E.g.
Should weapon and creature abilities get triggered, and if so, how to handle abilities that don't normally target a particular dueling target.
Should it be a simple exchange or continue until one of the duelists drops dead (more useful for creature duels, but might still be used for weapons as well)
How much is dueling worth in terms of 'cost theory'
How much does being able to pick / or get directed to certain targets affect this cost (versus random or standard targeting)
Should shields be ignored during duels involving players?
Should duelists with adrenaline get to attack multiple times in a duel (or multiple times for each strike from the opponent)? And if so, what happens when both duelists have adrenaline?
Should the dueling target / victim get to strike back if the other duelist would deal enough to kill them?
etc.
I would also like to develop some thematics for builtin target selection (auto-targetting). E.g. Greed -> target highest cost creature ->
/
?, bravery -> target strongest (highest ATK) ->
etc. The spoilier shows what I have for some initial ideas but I think many of them could easily fit into different elements.
The idea, however, is to have each element assigned a 'theme' for auto-targetting. The themes are as below (though other ideas are welcome)
-ATK based; strongest = highest ATK, weakest = lowest ATK
-HP based; largest = most HPs, smallest = fewest HPs
-Cost based; Most expensive / least expensive
-Abilities; Highest skill cost / lowest skill cost
-Time in play; Oldest (in play for most turns) / Newest (in play for least turns)
-Random vs Direct selection
-Battling opposing player
What is needed is to brainstorm themes and element assignments for the above targetting schemes (see series spoiler for example).