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Combat System

SirNovox

Level 24
SirNovox
SirNovox
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What's your Minecraft Username?: SirNovox
What's the title of your suggestion?: Combat System

What's your suggestion?:
Right now, hand-to-hand combat relies too much on rolls, which can lead to unrealistic results. For example, a 4'0 skinny 18-year-old could beat a 7'0 muscular 20-year-old just because of lucky rolls. This takes away from immersion and makes physical traits meaningless. The idea is to make physical aspects like size, build, and stamina matter more, while still keeping rolls for fairness. A bigger, stronger character should naturally have more power, while a smaller or lighter character should have more agility and endurance. Training and skill should also play a role, so someone with martial arts knowledge can use technique and leverage to outsmart a stronger opponent. At the same time, stamina and fatigue should be considered, meaning characters who keep throwing heavy punches or grapples would logically get tired and give openings to faster fighters. The environment should also matter, a huge character has the advantage in an open space, but in tighter areas or uneven ground, smaller fighters could use mobility to their advantage. This makes fights more realistic, balanced, and fun, while stopping everyone from making giant buff characters just to win. It keeps combat fair, but also immersive, creative, and more reflective of how characters would actually fight.

How will this benefit the server and community?:
It will make fights feel more fair and immersive by letting character traits like size, skill, stamina, and environment actually matter instead of everything being decided by random rolls. This keeps combat realistic and balanced, prevents people from only making oversized buff characters to win, and encourages more creative and enjoyable roleplay for everyone in the community.
 
Neutral

I think it would be cool if these things had an impact on combat, but at the same time, if people want to go more in depth with their fighting, they can always just P2L...
It'd also be difficult to decipher who has and actually hasn't done the work. I highly doubt they'd introduce a new plugin, so it'd just be a case of trusting people aren't lying when they say their character did the work. And how would it account for backstories.... Lots of questions haha
 
All of the points you made are 100% valid! However, all of these variables you mentioned are nearly impossible to connect with roll-based combat without changing up most of the combat rp rulebook. This isn't really ideal, considering many people in the crime faction struggle with seemingly basic concepts, partially caused by misinformation spread from word of mouth. Overhauling the combat system at this point would take a lot of slow-paced adapting, which might end up in people quitting this aspect of the server altogether.

Instead, an easier solution is to agree to use P2L. In it, you can discuss who wins an action based on the parties's overall combat knowledge, agility, dexterity, etc.
 
Your suggestion is very good, however....
/roll is the most intuitive method. Adding other combat elements would make combat confusing and complex unless the developers create a system for the entire combat.
Therefore, p2l is the only option at this stage.
 
-1
Almost everything I could say was covered by the people above. I already personally find it annoying that a staggering amount of thugs in Karakura are 6'0+ monsters with no discernible personalities aside from untoward aggression and a passion for violence. Adding a legitimised version of godmodding to the CrimeRP/GangRP combat system, or the SRP combat system on the whole, sounds like a pretty awful change for CrimeRP and GangRP in specific. If you want realism in your combat, P2L. I say this as an avid and regular P2L RPer, just P2L.
 
-1



If this suggestion would be accepted you would see 0 characters who would be short. Everyone would try to apply for the 7'0 height and it'd just leave room for no diversity. To add to this, if age would be a key factor in rolling and so on, then everyone would try to join factions to simply leave after three, four months simply to get the adult role. This seems unfair to those who actually want to join the faction.



Try out p2l
 
-1

We need to push the P2L system more than the rolls. Rolls are helpful, but for combat or altercations, it is just 'not it' for me. I agree with the OP; it is quite annoying to have some unrealistic outcome because it does not feel natural or realistic. However, the solution to this is not creating another combat system, but instead helping people understand the P2L mechanics better. One of the reasons people use /rolls is that they do not know about P2L to actually practice it, myself included here. This suggestion sounds more like an Arcade to me, and not really roleplay, which is why I am -1 it.

Make the fights realistic, yeah. I agree. To do that, we need to follow logic. The P2L system can help us reach that if we do it properly.
 
-1

Read Miamorchito's reply [one above mine]
I will say theres other reasons people roll than just because they don't know P2L, sometimes the only choice someone has is to roll. but figuring out a way to get more people to understand P2L would be the best option.
 

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