Difference between revisions of "Combat"

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(Integrate changes. Rough wordings.)
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[[Combat]] occurs when [[character]]s controlled by different [[player]]s are in the same [[area]] and any of those players wishes to enter combat. This check is made at any time any player gets priority, ''except'' when a [[movement stack]] is being played.  
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[[Combat]] occurs when [[character]]s controlled by different [[player]]s are in the same [[area]] and any of those players wishes to enter combat. This check is made at the end of every [[stack]] (REWORD!).  
  
This means that if an action moves a character combat can occur as soon as that action resolves, but if the movement occurs as part of a movement stack the combat will not occur until after the stack has ended.
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If none of the players who control an undrained character on the area want to have combat occur combat does not occur. However if ''any'' player who controls an undrained character on the area wants combat to occur it does. A drained character does not allow a player to initiate combat.
 
 
If none of the players whose characters are on the area want to have combat occur combat does not occur. However if ''any'' player wants combat to occur it does.
 
  
 
When combat occurs each [[Drained|non-drained]] [[character]] deals its [[attack]] in [[damage]] spread as its leader chooses among the opposing characters. After combat each player may retreat their characters.  
 
When combat occurs each [[Drained|non-drained]] [[character]] deals its [[attack]] in [[damage]] spread as its leader chooses among the opposing characters. After combat each player may retreat their characters.  
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# The player with [[initiative]] assigns the damage of all his/her characters in one step.
 
# The player with [[initiative]] assigns the damage of all his/her characters in one step.
 
# Each other player does the same, proceeding in [[turn]] order.
 
# Each other player does the same, proceeding in [[turn]] order.
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# The player with [[initiative]] becomes [[active]] and a [[fast action]] [[stack]] is played out.
 
# All characters deal damage as they were assigned to.
 
# All characters deal damage as they were assigned to.
# Each character may now move towards one of its home areas at double it's normal movement [[speed]]. This is called retreating. This movement is optional if there are no characters controlled by opposing players remaining on the area where combat occurred. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative).
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# Starting with the player with most total [[endurance]] on the area where combat occurred (computed as the sum of all the endurances of the characters controlled by that player) and progressing the order on decreasing total endurance, each player may choose whether or not to retreat. If any player chooses not to retreat then all other players must retreat. To retreat a player moves each of their characters at it's normal movement [[speed]] to another area. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative).
 
# All retreat movement occurs simultaneously.
 
# All retreat movement occurs simultaneously.
 
# All characters involved in the combat are drained.
 
# All characters involved in the combat are drained.
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[[Category:Glossary]]
 
[[Category:Glossary]]
  
{{Needs work|Should combat be a stack using thing where each character deals damage as a separate action? If not we need a post assignment pre dealing stack.
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{{Needs work|Should combat be a stack using thing where each character deals damage as a separate action? If not we need a post assignment pre dealing stack.}}
 
 
Drained characters should not allow their controller to decide to initiate combat. They should be required to choose not to enter combat.
 
 
 
The player with the most total endurance at end of combat may choose not to retreat. If they choose to retreat the next player may choose not to, etc.}}
 

Revision as of 10:51, 17 February 2007

Combat occurs when characters controlled by different players are in the same area and any of those players wishes to enter combat. This check is made at the end of every stack (REWORD!).

If none of the players who control an undrained character on the area want to have combat occur combat does not occur. However if any player who controls an undrained character on the area wants combat to occur it does. A drained character does not allow a player to initiate combat.

When combat occurs each non-drained character deals its attack in damage spread as its leader chooses among the opposing characters. After combat each player may retreat their characters.

It works as follows:

  1. The player with initiative assigns the damage of all his/her characters in one step.
  2. Each other player does the same, proceeding in turn order.
  3. The player with initiative becomes active and a fast action stack is played out.
  4. All characters deal damage as they were assigned to.
  5. Starting with the player with most total endurance on the area where combat occurred (computed as the sum of all the endurances of the characters controlled by that player) and progressing the order on decreasing total endurance, each player may choose whether or not to retreat. If any player chooses not to retreat then all other players must retreat. To retreat a player moves each of their characters at it's normal movement speed to another area. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative).
  6. All retreat movement occurs simultaneously.
  7. All characters involved in the combat are drained.

Note: This page needs to be updated to reflect changes in the game or need to be worked on for other reasons.

Should combat be a stack using thing where each character deals damage as a separate action? If not we need a post assignment pre dealing stack.