Combat Maneuver List System Overview

Combat Maneuver List System Overview

 

The Combat Maneuver List (CML) system was created with a mind towards providing the physical aspect of combat with more features to enhance its enjoyability in a more attrition-based system.  It offers a variety of attack and combat utility skills designed to augment and build upon a weapon user's existing abilities, with a focus on enhancing a player’s existing abilities or placing an opponent at a disadvantage.

 

While the focus of the CML system is enhancing the user or hindering the opponent, it also offers a variety of direct damage attacks.  Some of these attacks can be very powerful but high cost, others less powerful but more versatile.  Some skills are geared to very specific training patterns, others are more general.  Some skills can be dabbled in; others require some degree of dedication.  It is hoped that there will be something that every physical character will want to train in, no matter how diverse their skill training may be.

 

The secondary goal of the CML system is to provide a more robust and versatile system of learning combat skills outside of the guild system.  While the main goal of the guild system, development of professional camaraderie, is admirable, the guild system itself contains some serious problems.  The repetitive nature of guild skill learning is often an antithesis to the main goal of any game: fun.  Therefore, the CML system instead bases itself off of what you already earn and use in combat, Combat Maneuvers skill training.

 

The guild system has also shown itself to be very inflexible and time consuming to develop skills for, with new skills often taking many months or more to be implemented.  The CML system has been specifically designed to make development and implementation of new skills significantly easier and quicker.  Development times on new maneuvers have been reduced significantly, making continued and future development of new skills much more feasible.

 

The guild system itself will be maintained as it currently exists, and all the current combat guild skills will remain as trainable in the guilds.  All future combat skills, however, will be implemented through the CML system.  Most of the currently existing combat guild skills will also have a counterpart CML skill.  The counterpart CML skill will be trainable by those who are eligible to train in the guild skill itself, if they prefer not to participate in the guild system.  (Note, these counterpart skills may not all be immediately available at launch, but they are currently in the process of conversion)

 

In many cases, the counterpart CML skill will also be available for other professions to train in.  Characters who learn the skill through the guild will be able to reach a higher level of effectiveness than those who train in the counterpart CML skill.  As a correction to what was posted earlier, the current MS/MD attack resolution for the guild skills will be replaced with the standard CML attack resolution formula (discussed below).  Most combat guild skill users should experience a slight increase in skill effectiveness as a result of this change.  (Note: The MS/MD system will be replaced as the counterpart CML skills are released)

 

The existing combat guild skills will also have stamina requirements added if they are not already limited by some factor (i.e. the Warcry warrior guild skill is already limited by vocal stress and will therefore be exempt from stamina costs.  Again, these costs will be added as the counterpart CML skills are released).  The stamina system itself is a new addition to the game and is discussed in more detail below.

CML Training

 

As mentioned above, the CML system is based off of your training in the Combat Maneuvers (CM) skill in the Character Manager/Skill Migrator.  When a player trains in the Combat Maneuvers skill, they earn Combat Maneuver Points (CMP) that can be applied towards learning the individual CML skills (1 rank of CM = 1 CMP).  A new verb, CMAN, has been implemented to handle (among other things) training in CML skills.

 

Once a player has some CMP to spend, they can use the CMAN LEARN option to begin learning a rank in an available CML skill (for a list of available CML skills, use the CMAN LIST option, for more information on an individual skill, use the CMAN HELP option or read below).  Learning a CML skill is instantaneous, provided the character has availble CMP to spend, while unlearning a CML skill is not.  Players can choose to begin unlearning a CML skill by using the CMAN UNLEARN option.  Unlearning a skill places points in your unlearned CMP pool that become available for reuse in your main CMP pool once the unlearning is complete.

 

The rate at which these points transfer is based on the total number of CMP the player has converted within their current 30-day CMP migration cycle.  If the player has converted less than 30 points, migration will proceed at a base rate of .375 CMP per hour (or 80 hours total to migrate a full 30 points).  If the player has converted between 30 and 45 CMP in their current cycle, this conversion rate is halved.  The conversion rate is reduced to 1/10 of its base when the player has converted more than 45 CMP.

 

The CMAN learning system is tied to the Skill Migration and, as such, skills are learned and unlearned over a period of time determined by the game designers.  If a player unlearns CM ranks (without unlearning specific maneuvers first) in the Skill Migrator such that they develop a CMP deficit, then they will have five minutes to select a sufficient number of CML skills to cover this deficit.  If they do not choose which skills they wish to unlearn within this time period, the Skill Migrator will automatically force the unlearning of skills (least expensive skills first) until the CMP deficit is recovered.

 

Any new CML skills released after November 15, 2004 will possess a 30-day testing period from their release date, where any CMP unlearned from them will be directly placed in the learned points pool (i.e. instantaneous point migration).  Use of a FIXSKILLS will also automatically convert any unlearning points into learned points.

 

For those who may have followed prior discussions about the CML system, the proposed system of learning CML skills from NPCs was removed as it was proving to be too cumbersome for development and potentially too confusing for new players.  While certain skills (like Weapon Bonding) may require additional work (like quests) outside of the CMAN verb, the vast majority do not.

 

CMP costs for the CML skills vary based on profession.  Squares (warriors and rogues) pay the base cost for any maneuver, Semis (bards, rangers, monks, and paladins) pay 1.5x the base cost (rounded down), while Pures (wizards, sorcerers, clerics, empaths, and savants) pay 2x the base cost.  While some CML skills are open to all professions, many are restricted to certain professions in order to maintain a degree of class definition.  Information on CMP costs and profession restrictions on specific maneuvers is available through the CMAN HELP option and are also provided below.

 

Certain skills may have other skills as a prerequisite (i.e. Shield Charge requires 2 ranks of Shield Bash).  You cannot unlearn a skill that is being used as a prerequisite for another skill until unlearning the other skill first.  Skill prerequisites are available through CMAN HELP and below.

 

There is a cap on the cumulative amount of CMP you may spend on any one maneuver at your level plus one.  For example, if you wish to train to rank 3 in Combat Movement and you are a warrior (for which the skill costs for ranks 1/2/3 are 2/3/4), you must be at least level 8 (2+3+4-1=8).

 

To view your CML training, use the CMAN INFO option.  To view a list of all released maneuvers; use the CMAN LIST ALL option.  To view released maneuvers by profession, use the CMAN LIST PROF <profession name> option.  To use a specific maneuver, use CMAN <maneuver mnemonic>.  All combat maneuvers are activated through the CMAN verb (guild skills will continue to be activated through their respective verbs).

 

Most CML skills are based on a five rank system (though some may have fewer ranks).  With each rank, the player gains a further degree of effectiveness in a skill.  The exact benefits for each rank are determined on a maneuver by maneuver basis.  In general, however, the benefits of the ranks for the direct attack maneuvers conform to the following design principle:

Rank 1 - This level of skill implies a beginner.  This rank exists primarily for players testing out new maneuvers.  Using it against like-level opponents will be very difficult.

Rank 2 - This level of skill implies a dabbler.  Succeeding against a like-level opponent still is fairly difficult, but somewhat more possible than Rank 1.  This skill level is more suited to succeeding against opponents somewhat lower in level than the attacker.

Rank 3 - This level of skill implies an average degree of skill.  Succeeding against like-level opponents will be likely, though still subject to some difficulty.

Rank 4 - This level of skill implies an above average degree of skill.  Succeeding against like-level opponents is likely unless the player the injured or otherwise hindered.  This level of skill will be able to penetrate a defender's stance more readily and will start be useable in some up-hunting situations.

Rank 5 - This level of skill implies mastery of the skill.  Succeeding against like-level opponents is likely, unless the player is severely hindered.  Defender stance at like-level is more easily penetrated and there exists an up-hunting ability.  Mastered guild skills are considered to be placed at the top of this level.

 

It is not 100% necessary that players train to the maximum level in each skill for them to be useful.  Many players may be content with Ranks 3-4, especially if they train heavily in the maneuver's skill requirements.

 

Most offensive maneuvers that bypass the AS/DS system use a standard maneuver roll.  While the exact factors that play a part in equation are determined by the individual maneuver, the maneuver roll has a few general properties.  First, training in the Combat Maneuvers skill plays a part in success rates.  Players that train between 1x to 1.5x will generally experience the level of difficulty described above.  Players that train significantly under 1x in CM will generally experience much greater difficulty invoking their maneuvers than described above.  Players that train closer to 2x will experience a somewhat lesser level of difficulty than described above.

 

The importance that CM training plays in each offensive maneuver that uses the standard roll varies somewhat.  Some maneuvers, like Shield Bash, also take into account Shield Use training in the place of some CM ranks.  Others rely more heavily on CM training.

 

Other factors that are considered by the standard roll include: the relevant CML skill rank of both the attacker and the defender (usually the largest factor in the maneuver success rate), the degree of undertraining for the armor worn, injury level (specific injuries determined on a maneuver by maneuver basis), stance level of attacker and defender (also dependant on a specific maneuver), attacker and defender size/race (dependant on maneuver), CM training of defender (for players), physical nature of defender (for critters), and other modifiers specified by the individual maneuver.

Stamina System

 

A stamina system has been added to provide a limiter on CML skill use.  Its functions are, in many ways, comparable to the currently existing mana system.  Most maneuvers will have a set of stamina costs (available through CMAN HELP or this document) that will drain their user's stamina pool when activated.  The stamina system has been designed with the intent of having players burn through stamina rapidly, but also regenerate rapidly.

 

The formula for your maximum stamina level is:

CON + (STR + AGL + DIS)/3 + (Physical Fitness Skill)/3 [All fractions are dropped.]
 

Stamina regeneration rates are based primarily on your Constitution (CON) bonus, with base rates (determined by CON) ranging from 20% regeneration per minute to 30% per minute.  An additional bonus to stamina regeneration is applied to players resting in sitting/kneeling/prone positions without a weapon in their hand.  Nodes have no effect on stamina regeneration.  Additional bonuses to maximum stamina or stamina regeneration may be applied through the Enhancive Item system.  You may view your current and maximum stamina levels through the STAMINA or HEALTH verbs.  If you drop below 20 stamina, however, you will receive a warning message.

 

If, during the course of maneuver activation, a player drops below zero stamina, they will suffer a temporary bout of stamina weakness (ten minutes).  During this time period, the player will be unable to activate any maneuvers that require stamina.  This weakness may be prematurely alleviated by a cast of Adrenal Surge (Empath spell 1107).  Players at or below zero stamina will be unable to activate stamina draining maneuvers, regardless.

 

Some maneuvers have flat stamina costs, certain maneuvers have no stamina costs, but most have a somewhat variable cost.  The most common basis on which stamina costs vary is CML rank of the user (i.e. a Rank 3 attack may cost 15 stamina, whereas a Rank 1 attack may only cost 10 stamina).  The reason for this is to offset the lower success rates of a Rank 1 attack versus a higher CML rank attack.  Stamina costs for each maneuver are available through CMAN HELP or below.

 

Guilds and the CML System

 

Guild skills with corresponding CML skills (tackle, sweep, feint, disarm weapon, cheapshots, subdue, and stun maneuvers) have been converted to the CML system. This means they all (except stun maneuvers) now use the standard CML roll resolution system instead of the previously used MS/MD attack resolution system.  As a result of this change, the importance of skill training (normally in Combat Maneuvers) will increase for both attacking with and defending against guild maneuvers.  Players that have trained significantly less than 1x per level in CM will notice a decrease in manuever success rates.  Players that have trained in a skill through the guild will receive a bonus to effective Combat Maneuver ranks when using the related combat guild skill.

 

Due to the increase in importance of the CML standard roll, the following changes to it have been made:

 

·       The messaging of the maneuver roll result has been moved further down in the formula structure to provide more useful information to the player.  Previously, the messaged roll result was meant to reflect only the random portion of the formula.  Now, the messaged roll result reflects the full end result reached by the formula.  Further, a penalty number is also messaged (to the maneuver activator only) that reflects any hindrances that the maneuver user may be suffering from.

 

·       Bonuses for either the attacker or defender having the Mobility and/or Lucksong spells active have been added.  Several bugs in the formula have also been found and fixed (most notably, a bug that was causing a portion of the armor penalty to be applied backwards was corrected).  The GLD STANCE command may still be used to reduce one’s attack or defense strength when dealing with guild skills.

 

CML conversion also means that the guild skills have had stamina costs added to their activation routines.  To compensate, the following changes have been made to the guild skills:

 

·       All stamina costs are halved when participating in guild training with a NPC trainer or solo guild tasks (tackle/sweep dummy tasks, disarm wheel tasks, and subdue melon/garlic tasks).  Solo guild task success rates have also been significantly increased, particularly for the lower ranks.  Most solo tasks now have a minimum 50% success rate.  Guild training that is done on other players and/or creatures proceeds under the full stamina cost.

 

·       Tackle - The critical failure threshold that previously left unsuccessful attackers kneeling has been reduced from 50 to 10.  (I.e. One can now fail by 90 points before being left kneeling, rather than the previous 50 points.)  The previously announced base 20 stamina cost has been reduced to base 15.

 

·       Sweep - The critical failure threshold that previously left unsuccessful attackers kneeling has been reduced from 50 to 10.  (I.e. One can now fail by 90 points before being left kneeling, rather than the previous 50 points.)  The standard +15 defense bonus that creatures previously enjoyed for defending against Sweep over Tackle has been removed and replaced with a restructuring of the way that RT penalties for swept creatures are calculated.

 

·       Disarm Weapon - No changes.

 

·       Feint - Roundtime penalties that targets suffer upon a successful feint have been increased from a maximum of 5 seconds to 8 seconds.  The minimum roundtime penalty for attackers has been reduced from a minimum of 5 seconds to 3 seconds.

 

·       Cheapshots - The AS/DS penalties for templeshot/nosetweak have been both increased from -10 to -20.  The AS/DS effects of a successful Eyepoke have been replaced with a temporary perception penalty.  The mandatory wait time between cheapshot attempts on a single target has been reduced from approximately 45 seconds to approximately 15 seconds.  The critical failure threshold on all cheapshots that previously left unsuccessful attackers with extra RT has been reduced from 50 to 10.

 

·       Subdue - A stance push-down effect similar to regular ambushing attempts is now present in Subdue.  The critical failure threshold that previously left unsuccessful attackers with extra RT has been reduced from 50 to 10.  The end results for successful Subdue attempts have been significantly altered: targets now automatically suffer immobility (for a minimum of 15 seconds, maximum of 20 seconds) upon a success margin of 31+, and knockdowns are now automatic on success margins of 21+.  On non-immobilizing rolls, targets now lose stance in addition to the standard stun.  Unlike the other guild skills, which receive a 50% reduction in stamina costs during solo guild task training, Subdue receives a 80% stamina cost reduction.

 

·       Stun Maneuvers - The previously used nerve stress system has been eliminated.  The stun length difficulty modifier has been capped to allow for the possibility of using the skill during long stuns.  Difficulty modifiers for the higher level stun maneuvers have been slightly decreased.  The role of the player level has been adjusted to take into account the differing level spread between GS3 and GS4.  Also, many bugs with this skill (too many to list here) have been fixed in this release.

 

As indicated above, all the existing guild skills will continue to be learnable through the guild system with no CMP cost.  Skills learned through the guild will continue to be activated through their existing verbs (i.e. SWEEP, TACKLE, STUNMAN, CHEAPSH, etc.).  Skills learned through the CMAN system may be activated through the CMAN verb (i.e. CMAN SWEEP, CMAN TACKLE, etc.).  As such, it is possible for a player to learn the same skill (at the same time) through both the guild and CML systems.  However, there is no real benefit to doing so, as each skill is functionally identical (except for a slightly higher success rate possible through the guild skill version), merely learned from two different sources.

 

Skills activated through the CMAN verb will use the CML rank structure (1-5) to determine maneuver attack strength, skills activated through their respective guild verbs will use the guild rank structure (0-63) to determine their maneuver attack strength.  Maneuver defense strength is determined based on the highest of either guild rank defense or equivalent CML rank defense.

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