In Genesis, there is 2 types of fights: Spars and serious fights. Naturally, spars are meant for training, and serious fights are when you want to legitimately hurt someone either by being the aggressor, or in self-defense. As it stands right now, the only toggle we have is 'Kill Mode' which puts an obnoxious red text under your icon for everyone to see, as well as marking your combat text with 'X is fighting to kill!'.
While I understand why it was implemented this way, in it's current state it limits all fights to training spars, and all-out fights for the death, with no in-between. I suggest replacing this toggle with a Spar Mode toggle. Firstly, not all fights are fights to the death. Secondly, while I understand why you want to make it clear when a fight is going to result in death, having 2 mechanical announcements is a bit much. Proper roleplay text should be sufficient in announcing when the fight is going to be lethal and should be enforced via the rules.
As far as I can tell, right now there is no mechanical difference between Kill Mode on, and Kill Mode off. So I figure it's best to formalize this suggestion before mechanics are implemented, so that it's built around the idea rather than retrofitted later.
Here's the mechanical suggestion.
Spar Mode on:
-10% STR gains
-10% END gains
+10% OFF gains
+10% DEF gains
-50% vital damage
-50-75% limb damage, disables delimbing chance.
Spar Mode off:
STR, END gains back to 100%
-10% OFF, DEF gains
Limb and vital damage back to 100%, enables delimbing.
Sets an alert when fighting begins "X isn't holding back!"
The logic behind the gains being altered, is that during a spar you're not attempting to actually hurt your opponent but are trying to learn technique better. During a real fight, the opposite is true.
Naturally the altered gains % can be adjusted up or down, but the main point is the lessened vital damage and disabling delimbing by accident. Lowering damage allows for longer spar cycles, and makes it easier to find a sparring partner even as strength gaps get bigger.
As a compromise to removing the big red text, we could have a Killing Strike toggle. This would put the big red text back, but only for the killing blow so that anyone walking in on the fight during the kill RP countdown and missed the roleplay at the beginning is aware the downed person is going to die. It would look a little something like this.
Killing Blow:
Adds "KILLING BLOW" red text under the attacker's icon, visible to everyone.
Makes the next 1 melee or energy attack kill a downed opponent.
Toggles off after the next 1 melee or energy attack, regardless if the kill was successful or not.
An unsuccessful kill would be one where the energy attack missed, or someone who wasn't KO'd was hit, giving the downed character a chance to be saved.
ID:2733940
Nov 9 2021, 8:21 pm
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Nov 10 2021, 9:25 pm
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I agree with all this, my only main concern is people sitting in sparmode off, in order to get the str/end gains over their off/def and getting into some sort of accident or something. I do like this idea a lot though.
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As far as I can tell, right now there is no mechanical difference between Kill Mode on, and Kill Mode off. False. There are calculative differences between kill mode on and off. I completely agree that the term kill mode is kind of silly, considering one's intentions may not always be to kill or maim. I disagree with the gains changes. It's enough to bait stupid people into using the wrong fighting mode and overall just not worth the hassle. In my opinion, just rename 'kill mode' to 'lethal mode' -> It indicates that it's a serious fight. It doesn't confuse people into thinking someone is necessarily going to die. -> It gives a warning to those sparring that may have left it on. -> It has mechanical differences to how damage is calculated. Everyone wins. |