it is hard to decide which martial art but for one I am sure:
1- street fighting- core inherited from prisons- including training methods with limited support, low levels exponents relying on a moment of surprise, stealth attacks, targeting limited but sensitive areas, utilizing environment heavily, do not plan stamina, if proper martial artist survives first 2-3 seconds he or she should win (same investment into MA), 52 blocks on top practitioners
The others arts selected may represent most common cultures CP2077, rather then efficiency selection (which is environment dependent anyway)
Way of implementation:
I have been designing RPG system to capture martial arts for a while.
So here are some requirements that I am curious if someone shares:
- each martial art should allow personal style blend in execution (boxing has sluggers, movers, swarmers...), fluid or robotic? How much to invest to drills to build up muscle memory or rely on wide repertoir and adaptability (one trick pony? may work for a while)? Selection of complicated techniques offered to player should come up from preparation - training, values setting (shall I dodge if then attack hits my team mate? block, right!), but these are provided only on players request/input and at cost (less power etc.) when playing reactively .
- when playing proactively includes set up phase (cautious, less commitment) and selected technique full commitment - to players standards (like if you decide how much reserve dice to spend). Set up can be skipped but it is risky.
- system is like fractal, allows you to dig deep to break down the building elements of the art multiple levels down, this can be used so that if you learn one art you are probably training or broaden elements of the other art. "If I learn one thing how does it make me better in other areas?"
- system should be universal, same framework to cover other areas of the game
- should allow to be focused on what you are interested, rest is handed by the framework you have already set up anyway (by training, selection of art, values- preferences,). Allows unique experiences, outcomes, you may choose bad focus thou. For example as a karateka fighting a "mover boxer" when you are obsessed by fist conditioning and you choose to time fist clenching to get extra power on impact- well problem is to hit that oponent first so you end up bashing air heavily- bad choice of focus if your player character is not good at figuring out oponent(predicting etc).
- should allow making combos like recipies, but these must be drilled to be swift and powerful
- can trim the skills when higher pacing of fight is chosen, high level practitioners can sacrifice skill in order to execute technique faster (came from marksmanship problem where I could not resolve guy like Bob Munden- worth see). Each style MA and players should have it's own sensitivity.
- should have built- in emotion, morale system (taunt, threaten istead punchig etc.)
- there are quickly to learn external arts, and slowly learned martial arts with more potential latter on. Slow ones includes internal energy, starts with deep building elements. Graphically representable by position in diagram (something like a Jing Yang). Entire skill should have unique diagram by underlying desicions and experience- imagine your skill has a painting from which you can to a degree recognize what it is instead of deciphering tons of numbers.
Not all of them, but thaťs enough.
1- street fighting- core inherited from prisons- including training methods with limited support, low levels exponents relying on a moment of surprise, stealth attacks, targeting limited but sensitive areas, utilizing environment heavily, do not plan stamina, if proper martial artist survives first 2-3 seconds he or she should win (same investment into MA), 52 blocks on top practitioners
The others arts selected may represent most common cultures CP2077, rather then efficiency selection (which is environment dependent anyway)
Way of implementation:
I have been designing RPG system to capture martial arts for a while.
So here are some requirements that I am curious if someone shares:
- each martial art should allow personal style blend in execution (boxing has sluggers, movers, swarmers...), fluid or robotic? How much to invest to drills to build up muscle memory or rely on wide repertoir and adaptability (one trick pony? may work for a while)? Selection of complicated techniques offered to player should come up from preparation - training, values setting (shall I dodge if then attack hits my team mate? block, right!), but these are provided only on players request/input and at cost (less power etc.) when playing reactively .
- when playing proactively includes set up phase (cautious, less commitment) and selected technique full commitment - to players standards (like if you decide how much reserve dice to spend). Set up can be skipped but it is risky.
- system is like fractal, allows you to dig deep to break down the building elements of the art multiple levels down, this can be used so that if you learn one art you are probably training or broaden elements of the other art. "If I learn one thing how does it make me better in other areas?"
- system should be universal, same framework to cover other areas of the game
- should allow to be focused on what you are interested, rest is handed by the framework you have already set up anyway (by training, selection of art, values- preferences,). Allows unique experiences, outcomes, you may choose bad focus thou. For example as a karateka fighting a "mover boxer" when you are obsessed by fist conditioning and you choose to time fist clenching to get extra power on impact- well problem is to hit that oponent first so you end up bashing air heavily- bad choice of focus if your player character is not good at figuring out oponent(predicting etc).
- should allow making combos like recipies, but these must be drilled to be swift and powerful
- can trim the skills when higher pacing of fight is chosen, high level practitioners can sacrifice skill in order to execute technique faster (came from marksmanship problem where I could not resolve guy like Bob Munden- worth see). Each style MA and players should have it's own sensitivity.
- should have built- in emotion, morale system (taunt, threaten istead punchig etc.)
- there are quickly to learn external arts, and slowly learned martial arts with more potential latter on. Slow ones includes internal energy, starts with deep building elements. Graphically representable by position in diagram (something like a Jing Yang). Entire skill should have unique diagram by underlying desicions and experience- imagine your skill has a painting from which you can to a degree recognize what it is instead of deciphering tons of numbers.
Not all of them, but thaťs enough.
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