Combat: Difference between revisions
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{|style="border-left:solid 0px #FCEE0A;border-right:solid 0px #FCEE0A;border-top:solid 0px #FCEE0A;border-bottom:solid 0px #FCEE0A;" align="center" width=90% | {|style="border-left:solid 0px #FCEE0A;border-right:solid 0px #FCEE0A;border-top:solid 0px #FCEE0A;border-bottom:solid 0px #FCEE0A;" align="center" width=90% | ||
! style="background-color:#FCEE0A; color:#00000; border-left:solid 15px #FCEE0A;border-right:solid 15px #FCEE0A;border-top:solid 10px #FCEE0A;border-bottom:solid 10px #FCEE0A;" width=40% | Other than respecting post order (Which can be dropped at the suggestion of the people involved in a scene), the suggestion for a good outcome on Freeform scenes, specifically involving combat, is constant and open communication with the players involved. | ! style="background-color:#FCEE0A; color:#00000; border-left:solid 15px #FCEE0A;border-right:solid 15px #FCEE0A;border-top:solid 10px #FCEE0A;border-bottom:solid 10px #FCEE0A;" width=40% | Other than respecting post order (Which can be dropped at the suggestion of the people involved in a scene), the suggestion for a good outcome on Freeform scenes, specifically involving combat, is constant and open communication with the players involved. | ||
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[[File:Brave j1nUxmcBrA.png|frameless|upright=1.75|center|Freeform]] | [[File:Brave j1nUxmcBrA.png|frameless|upright=1.75|center|Freeform]] | ||
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In Meter Mode, combat is performed in a faster and more dynamic way. | In Meter Mode, combat is performed in a faster and more dynamic way. | ||
{|style="border-left:solid 0px #FCEE0A;border-right:solid 0px #FCEE0A;border-top:solid 0px #FCEE0A;border-bottom:solid 0px #FCEE0A;" align="center" width=90% | |||
! style="background-color:#FCEE0A; color:#00000; border-left:solid 15px #FCEE0A;border-right:solid 15px #FCEE0A;border-top:solid 10px #FCEE0A;border-bottom:solid 10px #FCEE0A;" width=40% | Please note that In all instances, IC combat needs to be preceded by some role-play for implicit consent anywhere on the Cocoon Sim, or otherwise some OOC consent should be given. | |||
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[[File:Brave d9YfR4U9Tn.png|frameless|upright=1.75|center|Meter]] | [[File:Brave d9YfR4U9Tn.png|frameless|upright=1.75|center|Meter]] | ||
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Combat in Dice Mode is meant to be played from a tactical approach. | Combat in Dice Mode is meant to be played from a tactical approach. | ||
Please note that weapons worn on your avatar DO NOT have any effects in Dice Combat. | Please note that In all instances, IC combat needs to be preceded by some role-play for implicit consent anywhere on the Cocoon Sim, or otherwise some OOC consent should be given. | ||
{|style="border-left:solid 0px #FCEE0A;border-right:solid 0px #FCEE0A;border-top:solid 0px #FCEE0A;border-bottom:solid 0px #FCEE0A;" align="center" width=90% | |||
! style="background-color:#FCEE0A; color:#00000; border-left:solid 15px #FCEE0A;border-right:solid 15px #FCEE0A;border-top:solid 10px #FCEE0A;border-bottom:solid 10px #FCEE0A;" width=40% | Please note that weapons worn on your avatar DO NOT have any effects in Dice Combat. | |||
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[[File:Brave gL0CmOyYzy.png|frameless|upright=1.75|center|dice]] | [[File:Brave gL0CmOyYzy.png|frameless|upright=1.75|center|dice]] | ||
Revision as of 23:14, 4 January 2025
Freeform Combat
Freeform Mode, as the name implies, provides you complete freedom of RP. It relies entirely on creative liberties for the benefit of a scene, or a storyline in general.
| Other than respecting post order (Which can be dropped at the suggestion of the people involved in a scene), the suggestion for a good outcome on Freeform scenes, specifically involving combat, is constant and open communication with the players involved. |
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| 1. Always keep lines of communication open, and make sure everyone involved in the scene/fight is on the same page. |
| 2. Always look for a resolution that will benefit a story as a whole, instead of solely benefiting one character. |
| 3. Use Freeform Mode Combat as means to build up a bigger, or multiple storylines. Sometimes shocking defeats/victories can set the tone for a long term storyline. |
Meter Combat
In Meter Mode, combat is performed in a faster and more dynamic way.
| Please note that In all instances, IC combat needs to be preceded by some role-play for implicit consent anywhere on the Cocoon Sim, or otherwise some OOC consent should be given. |
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| 1. A Meter weapon within the Dark Future sim is required to do any damage in this mode. As mentioned before, Dice weapons and stats have no effect in this mode. Meter is purely player-skill based. |
| 2. Always keep on the move. If you stand in one spot for too long you'll become an easy target. Remember that your opponents are also always on the move and always looking for new vantage points from which to shoot you. |
| 3. Use Cover. The Dark Future Meter weapons can detect physics. The usage of walls, drums, benches, and any other physical object around as means to shield you from impacts can preserve your life. |
| 4. Keep an eye on your numbers. If your health is low, try to find a safe place to recover. |
| 5. Crouch if there's no cover. Oncoming damage will be shielded with your EN until it drops to 0. |
| 6. It's a common rule to allow the Defender to choose the Combat Mode. This can be ignored if the players agreed beforehand that they will engage in Meter Combat. |
| 7. In special events, Storytellers may give special instructions, such as signaling a temporary cease-fire. |
Dice Combat
Combat in Dice Mode is meant to be played from a tactical approach.
Please note that In all instances, IC combat needs to be preceded by some role-play for implicit consent anywhere on the Cocoon Sim, or otherwise some OOC consent should be given.
| Please note that weapons worn on your avatar DO NOT have any effects in Dice Combat. |
|---|

Unlike Meter, players must initiate PVP Status on their titler before they can attack one another. Clicking >roll and then COMBAT rolls for initiative. You can exit PVP Status by clicking >roll and then BASIC or >dice to switch Modes. Toggling >ic and >ooc work too.
Roll Structure
In Dice PVP, EN acts as action points. For example, each step you take will cost you 10 points, whereas each skill you use will have their own cost to EN listed in the roll menu.
Clicking a skill in the menu will roll 1d100 + your selected Attribute and Skill points together.
Below are breakdowns of how dicerolls announce in nearby chat:
| 50+10 Focus = 60
[ 50 Dieroll + 10 INTELLECT + 0 Focus = 60 Skill Check ] |
| 90+120 Melee = 210
[ 90 Dieroll + 60 SECURITY + 60 Melee = 210 Skill Check ] |
| By default, most skills will list targets for you to select. If your target is another player, the system will automatically cause them to roll a defensive skill to contest. |
You can also perform a dice-roll without a target by long-clicking a skill in the roll menu. This is useful for doing skill checks outside of combat during scenes.
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Starting out, your strongest skill will roll at 190 at most. Keep in mind that equipping the right starter gear in every slot could easily increase your roll up to 320 within your first day. Remember that you can also upgrade your skills and attributes at shops around the sim. Cocoon Station is the best place to begin for this. |