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Alternative Damage System Mod Idea


RussianInquisitor

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Blood And Bruises

 

I have this idea for a combat overhaul mod:

Blade weapons now apply bleeding to a target instead of damage. Bleeding drains health every second. Bleeding slows down with time. The stronger your bleeding - the slower your stamina regenerates. Blunt weapons apply very little bleeding, but directly damage your maximum stamina temporarily (like in a mod that decreases maximum mana if you have a lasting spell activated). If your max stamina drops below, say, 15 percent - you lose consciousness. Meaning either you die or get arrested if it was guards attacking you. Maximum stamina recovers over time. If you beat an enemy unconscious - he stays alive, wakes up after some time, but at the moment you can loot them and move them around, like the NPC KO overhaul does.

 

From now on stamina damage means maximum stamina damage.

 

Weapons

 

Daggers have highest bleeding damage, lowest stamina damage;

Sword - high bleeding, low stamina;

Axes - average bleeding, average stamina;

maces - low bleeding, high stamina;

Greatswords - high bleeding, average stamina;

Greataxes - average bleeding, high stamina;

Greathammers - low bleeding, highest stamina;

Bows - high bleeding, low stamina;

Crossbows - high bleeding, average stamina;

Weapon bashing - very low stamina damage, but takes out a lot of current stamina;

Shield bashing - low stamina damage, but takes out even more current stamina;

 

Armor

 

Light armor has high bleeding resistance, minimal stamina resistance.

Heavy armor has average bleeding resistance (or a high resistance, but a chance of a hit avoiding resistance), high stamina resistance.

 

Spells

 

Fire and fire spells do high straight health damage, but decrease bleeding.

Lightning spells do average straight health damage, as well as stamina damage.

Ice spells do average straight health damage and stop bleeding completely, but when the frost effect on the character ends, the bleeding gets a lot stronger than before.

Drain health spells do very little health damage, but cause bleeding.

 

Items

 

Health potions don't cure bleeding but restore health, and a new item, bandage, slows down bleeding, but applicable only outside of combat. There is a potion that also slows down bleeding, but it slows stamina recovery as well (maybe slows down movement).

Some poisons can intensify received bleeding, some slow it down, but also slow stamina regeneration, some make the enemy sleepy, doing stamina damage.

 

Injury

 

Injury system. If you score a critical against the enemy, you have a chance to give him an injury, which lasts until rest. Optionally, if locational damage is implemented, the injury depends on the body part.

 

Concussion - maximum stamina decreased and doesn't recover above that point. (If locational damage, this is a head injury. Deal x5 damage if target is wearing no helmet, x2 if the helmet is light, x2 bleeding if helmet is heavy and open, normal if closed heavy)

Leg Injury - decrease movement speed.

Arm injury - decrease attack speed/block effectiveness, low chance of disarming.

Spine injury - increase stamina consumption by character, decrease block effectiveness.

Lung injury (if hit with blunt) - slows down stamina regeneration.

Gut injury (if hit with blunt) - makes character unable to consume food and potions.

Gash - (if hit with blade) - adds slow bleeding that doesn't end by itself and has to be treated.

Edited by RussianInquisitor
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