Tic-based CombatPosted by admin
This post will detail how the combat system works.
Combat in Splintered Core will utilize a tic-based, phase-based timekeeping system, in which actions happen in real time based on time units called “tics”. One tic is equivalent to 100 milliseconds (which will be adjusted during testing time for balance purposes), and every action has a tic-cost. For example, moving 1 tile would cost 10 tics (1 second), while moving 1 tile diagonally would cost 15 tics (1.5 seconds).
Tic Cost Reduction Bonuses
Tic cost is reduced by 1% for every rank the player has in his speed stat, which is further reduced by 5% for every familiarity level for applicable actions. This means an action can have a maximum of 25% reduction on tic cost.
Every character in combat has a rush meter that begins with 0 and fills up when it reaches 100. Rush meter further decreases tic-costs to a maximum of 20% (every rush point gives a 0.2% reduction), and special techniques incurs a certain rush point cost.
Rush points are gained when a character performs a successful combat roll. Passive combat rolls (where the character is the target the roll) gains lesser rush points than aggressive combat rolls (where the character is the initiator of the roll). Multiple consequent successes triggers multipliers that exponentially increase the rush point accumulation rate, until the chain of successes is broken by a failed roll. Note that multipliers can only be gained through the commitment mechanism (see below).
Getting hit in combat reduces the character’s rush meter, in addition to the natural decay of the meter per tic.
When combat begins, the player enters the planning phase, in which the player can decide on the level of commitment. What this means is that during the planning phase, players can choose their party members and issue chains of commands.
For example, the player can tell the character to move 5 tiles to the east, kneel down, set up an overwatch zone and hold it for 50 tics. Assuming that each tile movement costs 10 tics; kneeling down costs 15 tics; and setting up an overwatch costs 20 tics; the total tic cost for the chain of command is 135 tics.
Now when the player presses the execute button, the character will carry out the chain of command. The player has the option of breaking the chain of command prematurely by pressing the enter planning phase button, which will cancel out accumulated rush multipliers.
Rush multipliers can only be generated through unbroken commitments. Using the example above:
The player runs 5 tiles to the east, getting shot at twice along the way but succeeds in both fumble checks. Upon reaching the destination, he kneels down, again getting shot at but succeeds in the fumble check. He sets up the overwatch under enemy fire, and through sheer luck survives all fumble checks, and begins returning fire for 50 tics, succeeding in all his combat rolls.
In total, the player should now have more than 10 consecutive successes, netting him a nice x3 multiplier to his rush meter. Therefore, instead of gaining (for example) 1 rush point per tic, he now gets 3 rush points per tic.
The player runs 5 tiles to the east, getting shot at twice along the way. He succeeds in the first fumble check but fails the second one. The player’s further actions are immediately cancelled – along with any multipliers to his rush meter – and the game returns to the planning phase.
I hope this explains the combat mechanics well.