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Combat mode

4,065 bytes added, 16:34, 7 June 2019
|flavortext=Unfinished, not proofread, not tested}}
'''Combat mode''' is the mode of play in which the game enters a strict turn-based mode, in order to resolve conflict between opposed creatures. When in combat Combat mode, every turn and every action performed during each turn must be accounted for.
Combat and fighting are an essential element of playing MazeWorld. After all, what good are all those weapons if you can't use them? Learning all of the aspects of combat is important for your survival.
 
= Turn order =
At the start of every new turn in Combat mode, all creatures in the room (even if there are creatures who are reluctant to fight) must decide what type of action to perform. As explained in [[Basic mechanics]], every action falls in one of three categories: ''Combat actions'', ''Non-combat actions'', and ''Free actions''. When in Combat mode, knowing the type of action you wish to perform is very important, as it determines where you will be on the '''turn order'''.
'''Turn order''' is a term which refers to the order in which every creature in the room will perform their actions. Certain actions are faster than others and will therefore be attempted first. Generally speaking, free actions take a backseat; very few free actions are allowed while in combat Combat mode, and although talking is considered to be a free action, it should be kept to a minimum; a sentence or two at most. Most of the time, you will be performing ''Combat actions'' and ''Non-combat actions''.
== Initiative Speed ==
However, always remember that YOU too, can be downed and rendered helpless, and at the mercy of another creature; and they may not all be inclined to let you live!
 
 
= Declaring actions =
 
Now that you know how combat turns are resolved, it is time to answer the questions: "How do I fight?" and "How do I do things in Combat mode?"
 
At the start of a turn, you will be prompted by the Game Master to declare your next action for the upcoming turn. You need to describe as much as is necessary for the GM to properly understand what your character is about to do, by leaving as little to assumption as possible. This is so GMs do not have to keep asking the same questions every turn.
 
For combat actions and particularly when using weapons, you need to specify:
* Which weapon do you wish to use
* Which fire mode (if applicable), and how many shots do you want to fire / how many swings, thrusts or attacks you wish to attempt
** If you're unsure of what your weapon is capable of, refer to this wiki's individual weapon pages, or to your inventory sheet; your weapon's description should have condensed information on all of its important details.
* Which creature do you wish to target
* Which body part of the targeted creature you want to hit
** If you do not know what body parts you can target, you can refer to the wiki's individual creature page about it, or ask the Game Master to let you know what you can aim at.
* Any other details that may be important (such as the use of certain accessories, if their use requires declaring an action)
 
Although it seems like a lot of information, you can condense all of the necessary information in a single, easily readable sentence.
* Example: Kaz and Joss are about to fight an enemy creature, a baby dragon. Neither player want to leave anything to chance - baby dragons shouldn't be underestimated. Kaz has an [[H&K MP5A3]], a submachine gun with multiple fire modes (Semi-auto and Full-auto), while Joss has a [[Beretta Cx4 Storm]], a conventional rifle with only one fire mode (Semi-auto).
** Kaz describes his intent to attack the beast as such: "I'm going to shoot the baby dragon in the chest with my MP5. Full-auto, long burst."
** Joss describes her intent as such: "I'll try to smack the baby dragon in the head with my Cx4. 8 shots."
 
 
= Battlespace =
''"Battlespace" redirects here.''
[[File:Battlespace.jpg|thumb|right|The four quadrants of the battlespace.]]
 
The '''battlespace''' is the term given to the global area in which every creature, object, and piece of furniture (including pieces of [[Cover]] is located when in Combat mode. It is of little importance when in Normal mode, though the location of everything in the room may still be requested to the GM, particularly if you are planning or preparing for a fight.
 
The battlespace is divided into four quadrants called '''Sides''', as shown in the picture to the right. They can be named after their numbers ('''Side 1''' through '''Side 4''') when in the Uncivilized Area, or after cardinal directions ('''South Side''', '''North Side''', '''East Side''', '''West Side''') when in a Civilized Area.
 
When Combat mode begins, the Game Master must announce the location of every player character, every other creature and every object in the room. The presence and location of [[Cover]] must be requested before it can be used - see the relevant page for details on how Cover and stealth works.
 
Battlespace location is also used to determine weapon range. All attacks may either be '''Ranged''' or '''Melee'''. Ranged attacks may be used against creatures in any Side of the battlespace, with the caveat that cover can be used to guard against ranged attacks. Melee attacks render Cover useless, but requires the attacker and the target to be on the same Side. If an attacker intending to use a Melee attack isn't starting the turn on the same Side as their target, they will move into their target's Side as part of their action.
 
A particular subset of weapons use Battlespace positioning and movement in order to be used; these weapons are ''planted explosives'' (all of which are [[Class 4 weapons]]). For further details on how they function, see the relevant individual weapon pages.
 
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[[Category: Game mechanics]]