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Grapple System #213
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Grapple System #213
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on consideration the mutual pin thing is dumb and I'm gonna rewrite this to remove it later |
this is genuinely really really good, more or less what i've wanted for grapple combat but with more substance and some better ideas. i think people could dislike the random elements but imo its great for something like this, im happy to merge in its current state unless you want to make other changes |
Neat. Yeah I do wanna make some changes, it's been percolating in my head the last few weeks and I've got a couple tweaks I'll get done over the next few days. Nothing huge. |
Okay those are the changes I wanted to make; I removed 'mutual pins make you tumble in a rolling grapple' because prediction over two fighting inputs seems bad to implement and I think mutual Grabs needed a more straightforward win-state, and I added pulling a mob applying a small slowdown which can be stacked by multiple mobs pulling, because I think 'getting dogpiled by 6 zombies' should be harder to walk away from than it is. |
on consideration, as-written this would allow you to pull, then take advantage of the slowdown to upgrade into a running grab; the penalty should be applied to both to prevent this
last tweak I promise
There's enough words in the doc I dont think I should add more here. Here's what I think a good grapple system would be, very heavily based on SS13 mechanics across a few codebases.