This new PvP content would give older players new combat experience and give newer players an opportunity to engage in complex PvP battles on more equal terms compared to normal Torncity combat mechanics with OGs of Torncity.
Much like the Russian foot roulette it may appear in the Casino as an option for players who reached a certain level, certain amount of succesfull attacks or a certain amount of battlestats.
Mechanics:
1. Equality
Limited or no opportunity to choose equipment to fight in Fencing match. Like in Russian foot roulette, no amount of armor or defence will save you from going to the Hospital if you loose. Players should have an equal amount of health and each move should have equal amount of damage/heal/dodge/miss chance for each player.
2. Turn based.
Each player has a very limited time to choose which move to make. After player 1 makes a move, 5 seconds timer for player 2 starts. After player 2 makes a move – result of the turn is calculated and reflected on opponents health. After that another 5 seconds timer for layer 1 starts. And so on...
3. Battle mechanics
There are only 4 moves player can make:
1. Attack
2. Parry
3. Dodge
4. Dodge Attack
Each has it’s advantages , risks rewards and disadvantages.
Attack – gives a player almost a 99% chance of the hit for the most amount of damage.
Parry – gives a player a 99% chance to either absorb all damage (if amount of defence rolled is equal to attack from the opponent), or absorb some of it (in case if defence rolled is less than opponent’s attack) or heal (if defence number rolled is bigger than attack of the opponent)
Dodge gives a 50% chance to completely avoid incoming damage and heal for a very good amount in case of the success. In case of unsuccesfull roll, player will receive all damage with no reduction.
Dodge attack gives a 33% of dodging an attack and also dealing a reduced amount of damage. In case of unsuccesfull dodge – the damage from the opponent will be increased.
NOTE: this mechanics should probably be twicked and changed to be more calculated for balance, this is just an example of simple rock,paper,scissors like mechanic with a time pressure for decisions.
Here is the example of how it might look like gameplay-vise.
4. Replays!
Each battle might last from a few to a few dosen turns, I believe it would be interesting to other players to see battles for biggest amounts of money or rarest items that have been played. This can be achieved by loging each turn and then rendering the replay video using sequence of animations for each move for each player based on what has been recorded.
Here is the little example i made of how it might look like if you chose to see a replay of 2 guys fighting in the club over 15 fox plushies!
5. Additions
If this won’t be in the Casino section and new building of Elite Fencing Club will be built in the Torncity, a medal system can be introduced to reflect the most skilfull or lucky ones who dared to duel an adversary in the very old school OG style.
If you need a deep dive video about the mechanics of the battle gameplay or any other questions, please feel free to write them below or message me privately. See ya!
This new PvP content would give older players new combat experience and give newer players an opportunity to engage in complex PvP battles on more equal terms compared to normal Torncity combat mechanics with OGs of Torncity.
Much like the Russian foot roulette it may appear in the Casino as an option for players who reached a certain level, certain amount of succesfull attacks or a certain amount of battlestats.
Mechanics:
1. Equality
Limited or no opportunity to choose equipment to fight in Fencing match. Like in Russian foot roulette, no amount of armor or defence will save you from going to the Hospital if you loose. Players should have an equal amount of health and each move should have equal amount of damage/heal/dodge/miss chance for each player.
2. Turn based.
Each player has a very limited time to choose which move to make. After player 1 makes a move, 5 seconds timer for player 2 starts. After player 2 makes a move – result of the turn is calculated and reflected on opponents health. After that another 5 seconds timer for layer 1 starts. And so on...
3. Battle mechanics
There are only 4 moves player can make:
1. Attack
2. Parry
3. Dodge
4. Dodge Attack
Each has it’s advantages , risks rewards and disadvantages.
Attack – gives a player almost a 99% chance of the hit for the most amount of damage.
Parry – gives a player a 99% chance to either absorb all damage (if amount of defence rolled is equal to attack from the opponent), or absorb some of it (in case if defence rolled is less than opponent’s attack) or heal (if defence number rolled is bigger than attack of the opponent)
Dodge gives a 50% chance to completely avoid incoming damage and heal for a very good amount in case of the success. In case of unsuccesfull roll, player will receive all damage with no reduction.
Dodge attack gives a 33% of dodging an attack and also dealing a reduced amount of damage. In case of unsuccesfull dodge – the damage from the opponent will be increased.
NOTE: this mechanics should probably be twicked and changed to be more calculated for balance, this is just an example of simple rock,paper,scissors like mechanic with a time pressure for decisions.
Here is the example of how it might look like gameplay-vise.
4. Replays!
Each battle might last from a few to a few dosen turns, I believe it would be interesting to other players to see battles for biggest amounts of money or rarest items that have been played. This can be achieved by loging each turn and then rendering the replay video using sequence of animations for each move for each player based on what has been recorded.
Here is the little example i made of how it might look like if you chose to see a replay of 2 guys fighting in the club over 15 fox plushies!
5. Additions
If this won’t be in the Casino section and new building of Elite Fencing Club will be built in the Torncity, a medal system can be introduced to reflect the most skilfull or lucky ones who dared to duel an adversary in the very old school OG style.
If you need a deep dive video about the mechanics of the battle gameplay or any other questions, please feel free to write them below or message me privately. See ya!