Status Ailments & Effects - part 2
Having 90% of the code and game play systems out of the way, means I have time to actually work on parts of the game that *look* good!
Here is a taste of the big heist Foxe has been planning at the start of the game (rough pass one, so expect and demand better from me). It takes much more time to orchestrate the movement of 5 individuals, but I think it is worth it for all the character it gives (and it sure beats having a line of people talk at another line... no offense nostalgic old games I wish to emulate yet improve upon).
Last week I revealed the Ailment Health Point system (AHP) that Voiceless will be using. In short recap - rather than skills with a % chance to effect the target and many bosses being outright immune - Voiceless will give each ailment its own HP to track, and each skill will deal AHP damage rather than % to miss/hit. This means ALL enemies are susceptible to status effects (though some may be more or less susceptible than others) and even a missed status attack counts towards inflicting the status (think stagger... or any status from Monster Hunter... that game is gold).
To further build upon AHP and give more depth to the combat and thus meaningful choice to the player, status ailments all belong to one of four groups - Curse, Boon, Poison, Any - and each character, friend or foe, can only have one of each group on at a time (sans Any... you can have any of those... things like Stun and Berserk). Deep explanation in the form of simple combat.
Hero 1 is fighting an Actual Cannibal enemy (yes, those will be in Voiceless).On turn one, the Cannibal (rather than eating all the bodies, or gnawing your leg) opens with a Strong poison attack that hits 100 AHP on poison, which is enough to cause the hero to contract Strong poison and reset the AHP of poisons to 150. The player now uses his turn to remove the poison effect from themselves for nobody wants Strong Poison on them (4~10% max HP damage per turn).
The Cannibal continues with his Strong poison hitting the hero for 100 AHP in poisons again (hero 150 AHP for poison - 100 means we have 50 left and will probably get poisoned next turn). Though the heroes resistance to poison is increasing each time he is poisoned, our wise player does not want to waste any more turns (and more so items) on curing Strong poison - thus, the wise player uses his turn to cast weak poison on HIMSELF. This deals 60 AHP to the poisons group (50 - 60 = -10) which is enough to put weak poison on the hero (2~4% current HP damage) and reset his AHP for poison to 200.
The Cannibal hits the hero with Strong poison... surprise. 200 AHP - 100 means the player will get hit with Strong poison next turn... yay. Our hero and wise player use this turn to actually deal some damage.
Yet again, the Cannibal attacks with Strong poison seeking to put the hurt on the hero. The hero takes 100 AHP for poisons and being at 0 poison AHP is about to gain Strong poison again.... ! BUT WAIT - the hero already has a weak poison effect on and so the inflicted Strong poison DOES NOT effect the hero. Yay! However, since the hero is at 0 AHP for poison, meaning - once the weak poison clears up, the next poison WILL BE CONTRACTED - better hope you time it well with another weak poison.
Hero alternates between counting his AHP and applying weak poison to himself and bashing the Cannibal with righteous button mashing.
And this system applies for all grouped Ailments. Only one at a time - self buffs, poisons, bad things - only one (like the highlander of status effects). This gives the player (and enemies) the option to use positive status effects (like attack +10%) to mess up the build of enemies (versing a magic nuker enemy whose friend keeps putting +25% magic damage on him? Put your own boon of +10% attack and laugh as they waste turns). Or use negative ailments on yourself to avoid even nastier ones.
All of this works into the two remaining systems used in combat in Voiceless: Demonic Blood (which I will conveniently skip over for it is very plot/story related, and will be fun for you to discover in game) and Attacks of Opportunity / Desperation - whose damage is based on how far from death or close to it the user is.
Until next time - yay JRPGS (which is probably Xenoblade 2 at the time of this writing)