Gaming
 

Combat Matrix

From Neverend

Combat actions are based on positions of players, opponents, and objects. They are also based on specific parts of players, opponents, and objects. The available actions are enabled by the location and number of objects and mobile objects in the battle matrix.

Battle matrix- position of players, NPCs, and objects during a battle. The battle matrix is a grid that allows measurement of range similar to a tactical RPG. It also accounts for height of objects, such as the height of a table or a monster. A player attacking a short monster will be aiming at a lower height than a tall monster.

Battle connection- Moves depend on the anatomy of other players, NPCs, or objects. This includes attacking, dodging, parrying, blocking, shield bashing, missing, and knocking back. The action either hits or does not hit an intended area on the target.

Attack areas on an object are generally simple, such as a table having one center and four legs. A monster has a torso, head, and legs. A human has several areas that can be hit. The default area that an attack connects with is the torso. General attacks do not have a preference, and may switch between areas at random. Attacks that target specific areas such as a called shot, head strike, or weak point attack will specify areas that need to be hit.

In order to have a battle, two things must be "active." This can be a player and a monster, or a player and a player. It can also be a group against an individual, or a group against a group.

Active combatants are 1 vs 1 at a minimum, and a maximum of 3 vs 3. In 3 vs 3, combatants are actively targetting those in combat. If more than 3 vs 3 are active, then a new grouping exists.

For example, fifteen combatants will be divided into 5 groups of 3 each. This allows for 3 vs 1 battles, and group battles that become duels rather than free for alls.

Something "incidental" in combat is not actively engaged, but is in the Battle Matrix. This includes walls, furniture, NPCs, monsters, and players. Some actions will make use of incidental objects while in battle, such as running up a wall and jumping off, sliding under or over a table, or ducking behind a rock. Other actions will move, damage, or destroy incidental objects in battle, such as picking up a chair, throwing a chair, throwing plates and knives, tail sweeping, rumbling the ground, hurling objects with psychic power, shockwaves, etc. Most of these actions are available to enemy monsters and NPCs. Players that have learned these actions can use them manually when the appropriate object is nearby- when fighting near a table or wall, the option of using that table or wall is available during combat. Incidental players, NPCs, and monsters are not involved directly in combat, but are within the

Battle Matrix, and can be used by the combatants through specific moves. If a NPC is in the matrix and is not aligned with the opponent, the opponent can use a move to grab the NPC as a hostage or human shield. Spells may have incidental targets such as charming nearby NPCs and monsters to attack a player. Most of these actions are available to enemy monsters and NPCs.

Players and NPCs who are not active may become active if a battle is currently going. They may join an ongoing battle and be included in grouping of active battlers. This allows multiple players, NPCs, helpers, and pets to participate against one or more enemies, while still being in groups of three.

Party actions use other party members in combat, and includes any active combatant on the same side. This includes healing, defending, guarding, or being thrown by another person on the same side.

Movement actions rely on space to execute, such as jump kicks, jump slashes, and advanced attacks. These require unblocked space of the right height and width in the battle matrix, or they are cancelled.

Incidental objects, players, NPCs, and monsters can still attack and do damage to those active in combat. This occurs especially on the battlefield, where stray spells, arrows, siege weapons, and ranged attacks can hit someone. It can also happen with melee weapons if someone is running and attacking, attacking on horse, or attacking briefly without being involved in combat. A monster that is travelling but doing attacks as it goes by will be an incidental monster. Incidentals are turned to active combatants when they are close to other active combatants are fighting one side. They will become active after a few seconds of staying in combat.

Ranged attacks make the attacker active if they are shooting at a target within range. They also count as positional attacks as the attacker needs to have a clear shot and appropriate range, and will move to get a better shot. Too close will cancel damage, and a blocked path will cancel damage. Ranged attacks that from a far distance are considered incidental, such as a long ranged arrow hitting someone, or a siege weapon being fired.

Spells that are used from a long distance are also incidental damage, while close spell combat within the battle matrix is active combat. A spellcaster or archer who is running around or running away and attacking is considered incidental until they are engaged with a target for a few seconds within range of the battle matrix.

The battle matrix is about 30 meters by 30 meters.

-Incidental damage to incidental objects does not cause active combat status (an exploding item on furniture). -Active combat status could be considered "aggro" or "engaging" in other games. -Objects used in combat are occupied by one person at a time. A section of wall that is being used for running on will be occupied and cannot be used by anyone else until the action is finished.


The Matrix is what each object means relative to other objects. In a grid based RPG, moves and actions are based on tile distance and height. Instead, the Matrix uses distance and height relative to specific and general objects and locations, and relative to the area and perimeter of another Matrix.

The matrix is designed either by having several individual matrix categories that interact with each other, or by having one matrix that has several properties that are active or inactive. For example:

A. Player's 25x25 combat matrix overlaps City's 1000x1000 territory matrix with ten 20x20 building matrixes. B. A large matrix has an active combat, city territory, and building matrix.

There is also a design choice of having an entire matrix that covers all of the world active at all times, or a small individual matrix being created for each territory or object regardless of the entire world.

A. The world has 300 battle matrixes, 20 city matrixes, and 10 enemy territory matrixes currently active. B. There is one battle matrix that is in a city matrix overlapping a territory matrix and overlapping another battle matrix.

The design choice is whether all matrixes are merely activated portions of an already active and unified whole, or whether each matrix is created individually and interacts individually within the world.

Either way, the matrix is meant to handle distance, height, and context of objects, effects, actions, properties, and game mechanics within a given space.

As a form of measurement, the matrix can also act as a level or stage within the larger world, such as the interior of a dungeon or a swamp run by monsters. Whether this is GM created or auto-created by monsters, the area has a specific purpose that is active until destroyed.

Matrix categories:

-Battle -City territory -Monster territory -Agriculture -Weather -Forest -Terrain -Furniture and building interior -Dungeon and cave -Quest and event -Creature effects -Spell effects -Destruction effects -Enemy encounter -Treasure encounter -Scripted event encounter

Destruction- A matrix can be destroyed by:

-Killing the originator of the matrix, such as a monster initiating battle. -Activating an object such as a lever or switch -Activating or deactivating a spell -Completing a specific objective -Destroying an object or monster -Destroying a city -GM destruction -Owner destruction of an owned territory such as a building

Quest matrix- A quest may use a matrix for specific actions to occur. A quest matrix could occupy the area of a town, cave, dungeon, outdoor area, alleyway, building interior, specific meeting point, or an individual NPC, player, or monster. The matrix can have specific objectives, and can activate specific events. A quest involving finding criminals in town would create X criminals for the player to hunt down in that town. A quest requiring killing X rabbits or harvesting X crops would spawn those nearby. A quest involving slaying a dragon would make sure a dragon is nearby. Quests that have specific storylines can activate events when participating players are near, and deactivate or hide events when those characters are away.

This includes scripted dialogue and actions, and specific characters or monsters. For example, zombies are attacking citizens in town, and a player must run through town and find a group of zombies attacking a citizen. The matrix would select five points in town and hide them from all players except active participants. When the participants are near, other players can see the event but are locked out of participating. The participants can engage the enemies, and have a score tallied for how successful or unsuccessful they were, until the quest is over from running out of time, completing the objective, or failing the objective.

This can also be used for GM run events, NPC errands, and events being randomly activated based on nearby conditions such as a cemetary. Specific conditions can cause an event matrix for a player. Sleeping in the wilderness has a small chance of creating an animal or rogue who will attack the player. Travelling in the wilderness has a small chance of creating a hostile encounter or friendly encounter specific to the player.

Specific characters may have their own quest matrix that allows scripted characters and events, such as a kingsummoning a dragon in a throne room while attacking guards. The occurance of the event depends on how specific conditions are specified- one that requires a throne room and guards would only happen then, while one that does not require a throne room and guards could happen anywhere. The conditions could also be general, such as any interior, or exclude specific areas such as in a bar. The event would be activated from dialogue, a specific quest, or specific objects, NPCs, and monsters in the area (someone afraid of dogs would activate a sequence when dogs are near). Usually these events require a player to be in the vicinity.

A combatant moves to the next available hex while encircling an opponent. This is done during: 1. manual sidestepping 2. during automatic dodge and miss animations. A combatant will step or jump to the side to claim their new position, or step or jump to the side briefly and return to the originating space. The miss or dodge results are already calculated, while the animation executes based on the results.
Combatant occupies starting hex and opponent hex. Animation shows: 1. combatant attacking for duration of animation 2. performing one long move such as thrusting a sword through and withdrawing 3. performing a jump attack on opponent 4. striking opponent off of feet and on to ground 5. Levitating opponent and performing an aerial attack, then returning to ground.
The combatant executes a special move that requires an opponent to be in the forward hex, and an empty space behind the opponent. The combatant will strike through the enemy and occupy the rear hex. All three positions are occupied during this move. Depending on the move, the animation will show 1. combatant striking through opponent and staying in rear hex, leaving original hex open 2. combatant striking through opponent and jumping or sliding back to original hex, leaving rear hex open 3. Remaining in original hex and using a long sword, polearm, spell, or other large attack to occupy rear hex without moving to rear hex 4. Combatant remains in starting hex and creates an illusion that resembles self, a monster, a familiar, or a spell effect that attacks simultaneously.
The combatant is occupying all surrounding hexes during an attack, including the opponent space. The animation shows 1. A large spell effect (explosion, dropping boulders, circle of fire, flame pillar, large flame, falling water) 2. Combatant moving to each surrounding hex clockwise or counter-clockwise while delivering an attack (running and slashing) 3. Combatant in starting hex using an encircling projectile attack (flying swords, sickles, daggers)


Same as encircle. Combatant occupies opponent space and surrounding spaces. Animation shows: 1. combatant slashing through to successive hexes in predefined pattern 2. magic effect occupying successive hexes in predefined pattern.
Three combatants are attacking an opponent. They each deliver an independent attack on their combat round. The middle attacker cannot sidestep unless a space is freed, and the adjacent attackers can only sidestep to a free space. All three attackers can backstep. The opponent can backstep to the rear or two adjacent spaces.
Six combatants are attacking an opponent. They each deliver an independent attack on their combat round. Attackers cannot sidestep unless one frees a space by moving backwards. The opponent cannot sidestep or move backwards unless disabling an attacker and moving or performing a move the ends in an empty space