Author Topic: 'Grapple' attribute  (Read 1161 times)

Offline SharkD

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'Grapple' attribute
« on: June 06, 2007, 08:45:43 AM »
Maybe there should be a 'grapple' special move which restricts use of limbs (not heads or tails)? Opponents would have a chance of breaking the hold each turn. If not, they could continue fighting with their head or tail. This would add an additional incentive to play martial arts characters. There could also be weapons with the 'grapple' attribute, such as a chain or whip.

With high enough strength you could break the hold as well as the weapon. With high enough dexterity or agility you could merely loosen and escape from the hold.

Offline draconuszero

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« Reply #1 on: June 07, 2007, 11:14:42 AM »
That sorta sounds like what was done in dwarf fortress...  Anyways, if it is added, might as well make it an extension of martial arts then.

Offline macksting

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« Reply #2 on: June 07, 2007, 01:27:43 PM »
Or, for that matter, Mecha Fighting. Although one would think a melee weapon for the purpose would be Mecha Weapons. (Successive rolls might actually require Fighting, because the techniques might have more to do with standard grappling once the advantage is held.)

See, this melee grappling weapon's kinda cool, because that gets into subdual, as JHewitt was talking about.

Offline Anticheese

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« Reply #3 on: June 08, 2007, 05:29:25 PM »
Quoting: draconuszero

That sorta sounds like what was done in dwarf fortress... Anyways, if it is added, might as well make it an extension of martial arts then.


Yup. In DF your adventurer can pretty much do any wrestling move with the right combination of holds. It is however unnecessary complicated..

Offline SharkD

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« Reply #4 on: June 08, 2007, 06:37:41 PM »
With a high martial arts skill you could break the hold and inflict damage in the same turn.

Offline Joseph Hewitt

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'Grapple' attribute
« Reply #5 on: June 08, 2007, 07:50:09 PM »
In the Mekton RPG, there's a big list of combat maneuvers that one robot can use against the other. I wish there were a good way to implement that sort of thing in GearHead.

This brings up an idea- maybe the attack menu should be expanded. Right now it just lists all the parts that could be used to attack with. There's no reason why it couldn't also be used to list a number of special attacks that don't necessarily correspond to any specific part of a mecha. It should also be possible to set fire priorities from this menu.

I'll think about a good way to implement this. I also need to add a better way to switch between lethal/nonlethal attacking, since right now switching is very inconvenient.

Offline macksting

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« Reply #6 on: June 08, 2007, 09:09:42 PM »
Such switching could be based entirely on the attack list you just mentioned. Or not.

Offline SharkD

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« Reply #7 on: June 09, 2007, 01:00:09 AM »
It should also be possible to set fire priorities from this menu.

What do you mean by 'fire priorities'?

I'll think about a good way to implement this. I also need to add a better way to switch between lethal/nonlethal attacking, since right now switching is very inconvenient.

THis could work like called shot does in the menu.

Offline draconuszero

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« Reply #8 on: June 09, 2007, 05:19:16 PM »
Fire priorities as in set the order of attacks or what you should primarily target?

Offline Epsilon

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« Reply #9 on: June 09, 2007, 07:50:46 PM »
Quoting: Joseph Hewitt
There's no reason why it couldn't also be used to list a number of special attacks that don't necessarily correspond to any specific part of a mecha.


Is there an example of this? THe only things I'm thinking of are like a shoulder charge, or DEATH FROM ABOVE(tm).

Anyway, I don't suppose this will lead to having multiple weapons in one unit, will it? I'd really like to see a laser rifle that switches between armorpiercing and rapid-fire, for example.

Offline macksting

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« Reply #10 on: June 09, 2007, 08:18:38 PM »
I suppose the Gekigangar Punch would definitely correspond with an existing weapon.
Are flight jets and arc jets capable of dealing damage in a special move? It would take an impressive degree of mecha-fu.

Offline Epsilon

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« Reply #11 on: June 10, 2007, 07:17:01 PM »
Quoting: macksting
Are flight jets and arc jets capable of dealing damage in a special move? It would take an impressive degree of mecha-fu.


That would be interesting... you'd probably need anchors or some sort, though. Although that would be cool in space, but directional/positional thrusters would probably be needed there, too...

Offline macksting

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« Reply #12 on: June 10, 2007, 11:40:55 PM »
Why would you need anchors to just make a quick blast?

Offline Epsilon

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« Reply #13 on: June 11, 2007, 06:59:23 PM »
Quoting: macksting
Why would you need anchors to just make a quick blast?


To prevent you from blasting yourself forward. I don't think a "quick" blast would really provide enough damage to make it worthwhile.

Offline macksting

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« Reply #14 on: June 11, 2007, 08:32:58 PM »
Could be exactly what you need to add impact to a jump kick without actually harming yourself further. Just before contact, "BAM!" Brakes and fire damage all in one.