Unarmed damage types / idea feedback

Blindga

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So it's been a while since I've said anything about my project here, so here's something I was thinking of.

One of the things in my game that I'm using is that the protagonists do not kill. To summarize, in this sci-fi setting they are essentially technological entities who owe their existence to mankind, so they would prefer not to spite humans them by murdering them; even when deailng with criminals and villains (though there are some cases in the story where an unavoidable death happens). Humans probably wouldn't appreciate the efforts anyways, and avoiding death also avoids drawing unwated attention.

In addition to various powers and such, the characters rely on martial arts and defensive weapons. I thought of an idea of having different sorts of melee attacks with different properties using different elements. I thought of six different types of attacks with different properities and effects.

Jab: Very quick, very weak attack. A quick punch would be an example.

Strike: Full-bodied attack. Something like a heel kick or a feral punch.

Throw: Takedown attack that increases in effectiveness the weaker an enemy is. Something like a grab and throw or a full-bodied tackle.

Hold: Punishment attack that weighs the attackers strength against the enemy's. Something like a nerve pinch or an arm lock hold

Technique: Very complicated or precise strike that can inflict special damage or cripple ailments if it succeeds. Like a flying drop kick.

Combo: Long string of multiple attacks with heavy all-or-nothing damage if it connects.

Different enemies would have different resistances to different attacks. Different attacks types have different elements. For example, a precise nerve hold-type attack would cause 'nerve' damage, while a crushing grip hold-type would cause 'grapple' damage. Some cause status ailments as well. Such as a leg sweep jab-type would inflict 'knockdown' which is like a one turn stun. A high kick or a high punch to the head could inflict 'concussion' damage with a chance of an added concussion status ailment that reduces accuracy.

Some enemies also resist certain damage types. For example, the big gorilla-man thug has a high strength, so a hold attack would be less effective since it's damage is based on the difference in the attacker vs defender's strength, but his slower speed makes him more vulnerable to fast combo attacks and jabs. An armored foe may resist weaker jabs and strikes, but his heavier weight still makes him vulnerable to knockdowns. General theme is robots and machines are virutally immune to martial arts, and you have to use other abilities or weapons to deal with them.

I also have this idea bout combining strengths, weakness, and different attacks into a unique mechanic for taking down bosses and special enemies in general. For example, an agile Ninja-esque boss has a lot of melee skill himself, and his high speed and agility allows him to dodge or deflect most heavy attacks. At first, it seems like every melee attack you use is useless except jabs, which are the only attack that is fast enough to hit him. You can use a disabling jab like a leg sweep or a low kick to stun him. Stuns reduce defense, making him briefily vulnerable to a much more damaging throw. Or you could combine different gameplay tactics. Use a special power that inflicts a debilitating poison, and the take him in a hold to deal some damage. Or simply disable him with a jab and then surround as quickly as you can before he recovers.

Something like that.

Just a sort of summary of the idea. It's a little complex, but is that bad? Do you think this idea is too much for a melee mechanic, or do you think it would be good? Feel free to add your own suggestions.

Thanks for reading.
 

Engr. Adiktuzmiko

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The combo IMO shouldn't be all or nothing... It should be like each hit that connects deal damage of it's own but once it misses, the combo stops...
 

Blindga

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The combo IMO shouldn't be all or nothing... It should be like each hit that connects deal damage of it's own but once it misses, the combo stops...
Yeah, there's an idea. Dunno how feasible that is but it's definitely more logical than what I meant.
 

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