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Removed mutual pins (dumb) adds stacking pulls (good?)
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Mith-randalf authored Jun 10, 2024
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12 changes: 7 additions & 5 deletions src/en/space-station-14/combat/proposals/grapples&grabs.md
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Expand Up @@ -27,7 +27,7 @@ The proposed system will be familiar to anyone who's played SS13. I'll use the t

## Pull

The initial result of ctrl+click on any draggable mob or entity will behave similarly to how it does currently. The target will move with the puller unless they walk out of the range or the puller is knocked down and/or disabled somehow. Attack damage will have a 50% chance to break a Pull. Initiating a Pull will have a very brief doafter bar of 0.5 seconds, largely to prevent instant combos.
The initial result of ctrl+click on any draggable mob or entity will behave similarly to how it does currently. The target will move with the puller unless they walk out of the range or the puller is knocked down and/or disabled somehow. Attack damage will have a 50% chance to break a Pull. Initiating a Pull will have a very brief doafter bar of 0.5 seconds, largely to prevent instant combos.

As is the case currently, ctrl+rightclick while pulling will move the entity to the position clicked.

Expand All @@ -41,18 +41,20 @@ If two mobs are both pulling each other, they will do a little ballroom style da

Pulls will display with an inhand icon, visuals based on the pulled entity. For lizards or other tailed species, this may have to be represented with a third 'hand' element that only appears when pulling (resembling a tail wrapping round the UI box?²). Switching hand or performing other actions will not impact or release the Pull. If the Pull 'item' is dropped, or the right-hand pulling UI element halfway up the screen is clicked (which remains as it is now), the Pull will release. A disarm will break a Pull, if aimed at the pulling mob.

A pulled mob will have a slight speed penalty; roughly 10%, to their movement (note, does not impact the speed at which they're moved by the pull). If a mob initiates a pull on a mob that's already being pulled, the initial Pull will not break fully; the inhand (or intail) icon will remain (greyed out or similar) as long as the mobs remain within range, and the icon can be used inhand to reassert the pull. The movement penalty remains in these circumstances and will stack per Pull - this way a group of people, or zombies, can hinder movement of a mob and overpower into a grapple with numbers. If one Pull is upgraded to a Grab, all active Pulls on the grabbed mob will be rendered 'passive'; if a Pull is upgraded to a Grab on a mob already being Grabbed, the mob will be snatched into the new Grab. A Pin or a Lift will remove all other grapples on a mob.

![grapple_ui1.png](../../../assets/images/grapples/grapple_ui1.png)

*Applications and justifications*

Pull is the root of the system so will be used for a lot of different things. The brief doafter bar is in consideration that grabbing then insta-throwing could be powerful if it can be bound to a single input or just used quickly. In combat, hopefully, Pull will function as a mix-up, allowing for environmental disables, disarms and repositionings, particularly when paired with a throw. Outside of combat, the dancing thing seems like a fun mini-feature, but otherwise not much has changed with pulls.
Pull is the root of the system so will be used for a lot of different things. The brief doafter bar is in consideration that grabbing then insta-throwing could be powerful if it can be bound to a single input or just used quickly. In combat, hopefully, Pull will function as a mix-up, allowing for environmental disables, disarms and repositionings, particularly when paired with a throw. Outside of combat, the dancing thing seems like a fun mini-feature, but otherwise not much has changed with pulls. Being able to stack pulls is a means for a numerical advantage to translate to nonlethally overpowering and hindering a single target - particularly relevant to zombies.


## Lift

With an entity pulled and occupying one hand, a ctrl+click with an empty off-hand will create a 5-second doafter bar and, if the target is a mob rather than an object, a CLEAR WARNING TEXT. When completed, this will Lift the entity with two hands, occupying both. This will visually set the mob horizontal and raise them to chest-height. A lifted mob is initially stunned for 2 seconds (though this length could easily be reduced for balance). Once the stun passes, the mob will be unable to move, but any movement inputs or disarms will count as a resist attempt; a lifted mob has a 1/4 chance of instantly escaping from the Grapple on a given attempt, with a 4-second cooldown shared by other actions such as inventory management, attacks etc. A mob in a lift can't Pull and any Grapples they were maintaining will be broken as they're lifted. A lifted mob isn't restricted in any other way and can speak, interact within its range etc. An entity can be put in a Lift while in a Grab, which functions identically to if it were from a Pull and a Lift can follow from a Pin or Choke, with the doafter timer reduced to only 2 seconds.

A mob maintaining a Lift moves at normal speed (or possibly slightly reduced speed²), but has both hands occupied, essentially 'wielding' whatever they are carrying. Aside from the lack of hands, the lifter isn't restricted in any other way. Lizards are able to initiate a Pull with their tail while lifting an entity. The lifted entity can be placed down as normal; mobs can be placed on tables without having to climb etc. As with a Pull, in-hand entities can be used on other objects and, if combat mode is enabled, this will deal additional damage to both. This damage is more (I'd think 1.5x damage²) than if the object were used to attack the mob directly, and will break breakable objects etc. A lifted entity can be thrown and it will travel roughly as far as a normal thrown object. Visually, the throwing entity does a spin, as if following a hammer toss, and the thrown entity tumbles. The throw will do significant damage and stun if it hits a wall or impassable furniture-type object, but the stun is significantly less at short distances, and it will do no damage if it only hits the floor. A Lift-thrown entity will knock down mobs it passes through, dealing mild damage - if enough are hit at once the game plays a skittles-falling-down sound effect. Entities thrown from a Lift will pass over obstructing objects like tables, rails, etc.
A mob maintaining a Lift moves at normal speed (or possibly slightly reduced speed²), but has both hands occupied, essentially 'wielding' whatever they are carrying. Aside from the lack of hands, the lifter isn't restricted in any other way. Lizards are able to initiate a Pull with their tail while lifting an entity. The lifted entity can be placed down as normal; mobs can be placed on tables without having to climb etc. As with a Pull, in-hand entities can be used on other objects and, if combat mode is enabled, this will deal additional damage to both. This damage is more (I'd think 1.5x damage²) than if the object were used to attack the mob directly, and will break breakable objects etc. A lifted entity can be thrown and it will travel roughly as far as a normal thrown object. Visually, the throwing entity does a spin, as if following a hammer toss, and the thrown entity tumbles. The throw will do significant damage and (with a mob) stun if it hits a wall or impassable furniture-type object, but the stun is significantly less at short distances, and it will do no damage if it only hits the floor. A Lift-thrown entity will knock down mobs it passes through, dealing mild damage - if enough are hit at once the game plays a skittles-falling-down sound effect. Entities thrown from a Lift will pass over obstructing objects like tables, rails, etc.

On the user interface, a Lift will display an icon in each hand, both visually derived from the sprite of the object. Dropping a Lift in either hand will transfer the Grapple into a Grab using the other hand; this way a user can go via a Lift to switch hands in a Grab. As with a Pull, Lift will have a unique centre-right UI icon which, when clicked, drops the entity entirely. Taking attack damage comes with a 50% chance to drop a carried entity, and a third-party disarm will always end the Grapple. When an entity if lifted, they lose any existing Grapples, and are unable to Grapple until they escape.

Expand Down Expand Up @@ -103,13 +105,13 @@ Outside of combat, this allows for more interactions; mice can be petted, can be

## Pin

From a Grab, a mob can be further restrained by reinforcing (ctrl+click or inhand use) into a Pin. This action takes 6 seconds with a 50% chance of being interrupted by attack damage. Pinning a mob renders both parties immobile; if the pinning mob moves, the Pin will instantly return to a Grab, while any of the pinned mob's movements will make a resist attempt - returning to a pin from a Grab started this way only takes 3 seconds. Resisting a Pin gives a 1/10 chance of reducing the Grapple back to a Grab . After 20 seconds, a resist check also has a 1/20 chance of escaping the Grapple entirely (and slipping the pinner)². This all shares a 20 second cooldown with other actions. A pinning mob can freely interact with their other hand and isn't restricted in any way other than mobility.
From a Grab, a mob can be further restrained by reinforcing (ctrl+click or inhand use) into a Pin. This action takes 6 seconds with a 50% chance of being interrupted by attack damage. Pinning a mob renders both parties immobile; if the pinning mob moves, the Pin will instantly return to a Grab, while any of the pinned mob's movements will make a resist attempt - returning to a pin from a Grab started this way only takes 3 seconds. Resisting a Pin gives a 1/10 chance of reducing the Grapple back to a Grab. After 20 seconds, a resist check also has a 1/20 chance of escaping the Grapple entirely (and slipping the pinner)². This all shares a 20 second cooldown with other actions. A pinning mob can freely interact with their other hand and isn't restricted in any way other than mobility.

A pinned mob becomes prone, thus will no longer act as a human shield to incoming projectiles, and drops any in-hand items. Said mob, with their face planted in the ground, isn't able to use their headset and all speech comes out as a whisper. Any interactions other than speech and emoting are limited by the same cooldown as resisting and a pinned mob isn't able to attempt attacks or Grapples - they could, potentially, trigger a device, if they were able to retrieve and activate it despite the action cooldowns.

Throwing a pinned mob slides them along the floor; the distance is comparable to a Lift throw and will slip any humanoids it passes under - if they hit a solid object, they will be stunned for 5 seconds and take mild damage, with the same distance stun falloff applying as with the Lift throw. In combat mode, a pinned mob can be slammed against the floor or VERY nearby objects if the pinner clicks them, doing significant head damage to the pinned and mild damage to whatever object it is.

In cases of a mutual Grab, if either party reinforces to a Pin, both participants will fall to the ground in a Grapple. Visually, they'll be rolling on the ground. In this state, no cooldowns apply, but all attacks have a 75% chance to miss, but any that do are guaranteed to hit a vital spot¹. Both movement inputs apply, moving the grapple at an average vector. If either party releases the Grapple, the other will instantly mount a Pin - the only exception being if either performs a throw, both will roll away and be stunned on the ground for 4 seconds. Any attack damage taken has a 50% chance of instantly dropping a grapple, which would in turn allow the other participant to pin. Outside of a mutual Grab, any other Grapples are released when a mob is pinned.
Applying a Pin from a mutual Grab will 'win' the grapple; the now-pinned mob loses their Grab entirely.

As with other grabs, a Pin can be instantly dropped from the right-hand UI icon, and can be released by simply dropping the inhand object. A third-party disarm only has a 50% chance of breaking a pin, and attack damage has a 25% chance - in both cases a successful break has a 3/4 chance of reverting to a Grab and a 1/4 of releasing the Pin and stunning the pinner on the ground. Only mobs can be pinned, attempts to reinforce a Grab on a non-mob entity will do nothing (or something? maybe reduce it to a pull?²).

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