Resuming work on Combat, Lifts, and Stats for v0.3+ (Patreon)
Content
Once I add the new energies to the existing workouts and food items, I'll plan in a few more that focus on the new mental stats.(though many will have to wait for a key-item/flag subsystem to be implemented... such as requiring a chessboard, weights, or a computer or phone)
After that I'll get back to calculating a lift-matrix for different exercises, which will create approximate ratios for bench, curls, squats, et cetera. I'm considering splitting upper and lower body strength (and possibly core-strength) to vary these lifts some... any thoughts? Might be interesting for characters to have different specialties... and it might help with measurements and descriptions (even if it does add a little complexity)
Then I add the Gas Station and Gym locations (with a full compliment of exercises) and flip back over to planning combat encounters and the battle system.
For combat, I think I need to keep it one-on-one, but we can play around with that a little (a group or swarm could be simulated as a single opponent with a bit of planning, all we would need to add is a foe-count variable and a way to distribute the damage; for that I'm thinking 1/2 the damage eliminates single targets and the remaining half divides across the swarm evenly. That should be a close enough approximation for this game, even if you wind up taking on a well-armed militia or fleet of ships.)
General energies and how they are used in combat: the battle-stats are the sum of each energy's current and maximum values. Meaning, when the current value hits zero, the stat is only half-effective. And, should the current hit negative-max, then the stat is effectively zero and thus unusable... generally by this point you will have long-since been rendered unconscious, so that point is mostly moot. But, even while unconscious, further damage weakens the recipient, causing them to take damage at a faster rate.
Fighters normally fall unconscious when the current Qi value (the total life-force, sum of all 15 energies) hits zero. And they die when the current reaches negative-max (which makes their total-life force zero).
Combat encounters will begin as normal event-encounters, but may quickly become hostile based on present and past choices. There won't be any direct random combat encounters, but that doesn't mean you won't come across a depraved individual or gang who may need to be put down. ;p
Sorry for the lack of posts, as I said, I just got back in town.