Ground Combat Mechanics

From Trials in Tainted Space Wiki
Revision as of 01:32, 20 August 2018 by AnOldMan (talk | contribs) (formating)
Jump to navigation Jump to search

Combat Mechanics

Description


There are several components that make up TiTS' combat system.

The core combat game play is mainly turn-based, involving stat comparison with randomly generated buffs and debuffs related to bonuses, status effects, and other factors.


Combat Stats


The factors that determine loss or victory in combat relies on two main status values:

  • Health - Health Points (or HP), the measurement of a character's vitality. It shows the amount of physical-based damage a character can take before falling, in this case, knocked unconscious.
  • Lust - The measurement of the character's arousal. It shows the amount of sexual enticement a character can endure before falling to the will of the body's carnal desires.


Losing by health usually results in regaining consciousness at a later time after the battle, and losing a certain amount of credits. Losing by lust usually results in the character vigorously masturbating or trying to relieve the sexual pressure in some way. Victory or loss by either measure may open up options for sex, depending on the situation and how the character or opponent would react in such situations.

For non-sexual hostile opponents, a character losing by lust will usually lead to the character being distracted so much by arousal that they are then knocked unconscious by the opponent. Victory against a non-sexual encounter will, of course, not have any sexual-related options.


Two other values will determine the longevity and efficiency of the battle:

  • Shields - The amount of generated shields currently available to the character. Shields will protect the character's HP until they are broken through, depleted, or otherwise disabled.
  • Energy - The amount of stamina available to the character. Energy is the currency of special abilities, where certain abilities may be unavailable if the current energy value does not reach the energy cost of that ability.


Shields and energy can be replenished using special abilities or items, if available, during combat. Outside of combat, shields can be replenished after a certain amount of time (usually a minute after battle) and energy can be replenished by waiting, sleeping, or consuming power potions.


Core Stats


Other status values can also aid or hinder a character's combat performance:

  • Physique - The strength of the character (also analogous to physical endurance). Determines the magnitude of the character's physical melee attacks.
  • Reflexes - The agility of the character (also analogous to piloting aptitude). Determines how fast the character is and their chance of evading attacks from an opponent.
  • Aim - The attack power of the character (analogous to accuracy and precision while using weaponry). Determines the magnitude of the character's physical ranged attacks.
  • Intelligence - The knowledge capacity of the character (analogous to mechanical/technical aptitude). Depending on actions taken or reacted to by the character during battle, this may help determine the chance between positive and negative outcomes of such actions.
  • Willpower - The mental and physical resistance of the character (also analogous to mental endurance). Determines how vulnerable the character can be to physical, mental or sexual advances from the opponent.
  • Libido - The sexual drive of the character. Determines how fast the character's lust will raise over time or during sexual encounters.


Each stat's maximum value is naturally capped 5 times the current level--with exception to Libido, which naturally has a maximum value of 100.

By default, Captain Steele will start with a base of 3 points for each core stat. During character creation, certain options will increase or decrease certain stats.


Affinity

A chosen affinity towards a particular core stat can affect Steele's natural stat gains for that stat--namely the slow stat gain. This affinity is selected upon character creation and will increase the magnitude of the stat's effective gains to 150% the base value. The affinity does not affect regular/flat stat gains, however.


Slow Stat Gain

Some items or events can alter core stats, permanently or temporarily. Sometimes the stat changes will be of a static value for increasing and decreasing, however some stat gains will be considered "slow stat gains".

Slow stat gains work a bit differently than regular static value gains. This method of gains (and it is restricted to gains, not losses) will decrease in value the higher the character's current stat is. If the potential stat is below 30 percent of its maximum, the resulting stat gain will be 1 stat point gained per each point of slow stat gain. The closer the character's modified stat is to 100, the lower the stat gain value will be, with 0 points being the lowest value gained for each point.

If the character has an affinity towards a particular stat, that stat will be increased by 50% it's base gain before being run through the slow stat gain calculations.

The gain limits are as follows:

Slow Stat Gain(increasing) (per 1 point each)
Changed Stat Value Point Value
less than 30 1
less than 40 0.9
less than 50 0.8
less than 60 0.7
less than 65 0.6
less than 70 0.5
less than 75 0.4
less than 80 0.3
less than 85 0.25
less than 90 0.20
less than 95 0.15
at 95 or higher 0.1
Slow Stat Gain(decreasing) (per 1 point each)
Changed Stat Value Point Value
at 95 or higher 1
less than 95 0.9
less than 90 0.8
less than 85 0.7
less than 80 0.6
less than 75 0.5
less than 70 0.4
less than 65 0.3
less than 60 0.25
less than 50 0.20
less than 40 0.15
Less than 30 0.1

Advancement


A major factor in improving a character's stats is by way of leveling.

  • Level - The current level the character is at, illustrating the amount of experience the character has.
  • Experience - Experience Points (or XP), the value of experience a character has, usually used to gauge how close the character is to the next level upgrade. Experience is usually gained during combat victories, but certain events and sexual encounters may raise experience points as well.
  • Credits - The amount of currency a character has on hand.


Status Effects


There are a number of Status Effects that can also aid or hinder combat performance. Status effects can be gained before, during, or after combat encounters. Status effects that are gained/inflicted during combat can be instantaneous, last for a limited or random amount of turns, or until the combat encounter ends. Longer-lasting status effects can also be attained, where the effect lasts post-battle.

The status effects are as follows:

  • Stunned - You are stunned and cannot move until you recover.
  • Blindness - Accuracy is reduced and ranged attacks are far more likely to miss.
  • Trip - Reduces your effective reflexes and physique by 4, also you have to spend an action to stand up.


Details


Combat points on certain items and equipment will factor into the results of each turn during battles.

Damage

This is the value of raw physical damage. The damage can come in several types. This value is particularly important when it comes to comparing it to the defense and health point values.


Damage Types

There are different damage types in TiTS that effect enemies in different ways. They can be inflicted using either melee or ranged weapons. Some special abilities and items can also cause specific damage types as well.

The damage types are as follows:

Physical Damage Lust Damage
  • Kinetic
  • Electric
  • Burning
  • Freezing
  • Corrosive
  • Poison
  • True/Unresistant
  • Psionic
  • Drug
  • Pheromone
  • Tease
  • True/Unresistant


In addition, some damage types will have extra Weapon Flags to modify the damage properties:


  • Bullet: This indicates that the weapon uses bullets to convey damage to its targets. Many armors offer at least some resistance to bullets, but never enough for this style of kinetic combat to go out of style.
  • Crushing: The crushing flag is almost always found on blunt melee weapons, though rare projectile weapons are not unheard of.
  • Energy Weapon: This indicates that a weapon delivers its payload via energy, a hallmark of laser-based, electrical, or plasma weaponry.
  • Explosive: As indicated by their name, explosive weapons detonate with concussive force.
  • Laser: Laser weapons fire their payload in the form of beams of cohesive energy. Some items offer great defense against lasers, but no one can deny the effectiveness of the near-instant transmission of burning death.
  • Penetrating: Weapons with the penetrating quality are often melee weapons - anything you can use to stab someone or something with.
  • Psionic:
  • Shield Bypass: (will only influence HP and/or lust)
  • Target Shields: (will only influence shields and/or lust)
  • Burn Dot Chance:
  • Draining: (steals 50% of shield damage dealt)
  • Greater Draining: (steals 90% of shield damage dealt)
  • Vampiric: (steals 50% of HP damage dealt)
  • Greater Vampiric: (steals 90% of HP damage dealt)


Damage types are particularly important when comparing the damage value to a defense's resistance type.


Defense

The armor rating value.

Reduces incoming damage by specified amount once damage type resistances are taken into account. Cannot reduce incoming damage to less than 1.


Shield Defense

Shield defense is like an extra health bar when fighting against enemies. Having a shield helps you from getting grappled and be affected by projectiles like darts and such. Shield defense regenerates after a certain amount of time has passed after battle.

Shields can only be acquired through shield generators or armor that can generate shields.


Bonus Shields

An extra layer of shield defense.


Accuracy

Attack bonus as a percent of the melee or ranged damage dealt.


Sexiness

Bonus lust damage dealt with lust-based attacks, namely 'Teasing'.

Sexiness also affects some event interactions as well. Sexiness is capped at a minimum value of -10.


Critical Damage

Percent chance to apply bonus physical damage to a character's attack.


Evasion

Percent chance to successfully run from a battle encounter and dodge targeted attacks. Evasion on items converts to the evasion bonus score. The evasion value range is between 1% and 90%.

Once total evasion is less than 0%, HP damage taken is increased by 3% per point of overall negative evasion and base dodge chance is reduced.


Fortification

Bonus points added to the maximum amount of health possible.


Resistances

Resistance from certain damage types. It is a percentage of immunity from a damage value inflicted from a certain damage type.

Resistances reflect that of their respective damage type: Kinetic, Electric, Burning, Freezing, Corrosive, Poison, Psionic, Drug, Pheromone, and Tease.

In addition, some armors/equipment will have extra Armor Flags to modify the resistance properties:

Ablative: Indicative of heavy armor like platemail. These types of armors can be easily defeated by crushing, blunt impacts, but are resistant to blades and bullets.

  • 25% resistant to Penetrating
  • 15% resistant to Bullet
  • 25% vulnerable to Crushing

Amplifying: These armors increase the effects of psionic abilities on the wearer. They are typically favored by psionics and are rarely used by others.

  • 25% vulnerable to Psionic

Crystal: Armors with crystalline features are useful for diffracting the damaging energies of lasers but shatter more easily against explosive attacks.

  • 40% resistant to Laser
  • 40% vulnerable to Explosive

Mirrored: Highly reflective surfaces render laser-based attacks nearly useless against the wearer. For this reason, mirrored equipment is highly sought after (but difficult to maintain).

  • 90% resistant to Laser

Nullifying: Though psionic creatures and peoples are highly uncommon, nullifying armors have been made for those who hunt or police them. Such equipment often comes at a price.

  • 25% resistant to Psionic

Plated: Indicative of the kinds of heavy armor plates bolted to walkers, battle-bots, and tanks, armor plates are good against most forms of attack but vulnerable to penetrating attacks against armor slits.

  • 25% resistant to Crushing
  • 15% resistant to Bullet
  • 25% vulnerable to Penetrating

Grounded:

Easy: (Easy Mode, +50% resistance up to a maximum of 100% resistance to any given type)


Combat Menu


While in combat with a hostile, the player character will have several options to choose from in the combat menu:


Attack

Attack a single opponent with the character's main melee weapon. Damage will be based on Physique.

If applicable, this option will be replaced with 'Lasso' during varmint encounters.


Shoot

Attack a single opponent with the character's main ranged weapon. Damage will be based on Aim.


Tease

Attack with the character's sexual allure using seduction skills. The base damage is determined by the character's Sexiness and level.

Tease types in the Tease Menu are as follows:

  • Ass - Tease using the character's rear anatomy (buttcheeks, rectum, tauric behind, tails, etc.).
  • Chest - Tease using the character's upper-body anatomy (chest, breasts, etc.).
  • Crotch - Tease using the character's pelvic anatomy (penis, scrotum, vagina, etc.).
  • Hips - Tease using the character's mid-body anatomy (hips, thighs, waist, abs, belly, etc.).
  • Milk Squirt - Tease using the character's special milk projectile ability (vanae milk or notably milk-endowed through perks).
  • Myr Venom - Bite the ennemy and inject them with your red myr venom (must have the Myr Venom perk, gained via Red Pill or Orange Pill).


Some tease types may be more effective than others depending on the sexual preference of the opponent, including any kinks and fetishes.

The strength of each each tease attack is based on its respective tease skill level (a value range of 0 to 100). The skill level will increase each time the skill has been used effectively (some enemies will ignore teasing attacks). Teases can also be affected by certain perks, items, or abilities, like Pheromone Cloud and Sexy Thinking. The maximum possible tease damage capped at (25 + player level*2) points.


Sense

A detection option to get a hint on the opponent's sexual likes and dislikes. The Sense detection success rate is based off of the character's Intelligence. If the character has the Fuck Sense perk, the success rate is based off of the character's Libido value instead.


Inventory

Access the player character's inventory for items to use in combat.


Specials

Access the menu of special attacks (active special abilities or acquired special weapons) available to the player character.


Fantasize

Express submission to carnal desires, increasing a certain amount of the player character's Lust for a turn.


Run

Attempt to run away from the opponent, with success varying depending on the character's Reflexes.

Other factors that influence a successful Run chance include: if the character is facing multiple opponents, the character's anatomy, whether or not the character or opponent is immobilized, and if either have the ability to fly.