I've thought up of various combat mechanics for my game but I'm trying to get feedback about the actual designs: Design A: I just did a mockup of what I had in mind. In the example above, two PC are engaged in close combat. The thief is at ranged combat while the wizard is farther away. Players can move on the scale from turn to turn, going closer (towards the skull) or further away from it. I like it as a concept. I'm wondering if three locations on both sides is enough however or if it's too limiting. I don't want too have too much for no good reason. ------------------------------------ Design B: I've tried to simplify things a bit. I'd like to integrate the aesthetics of boardgames (miniatures and dice). Instead of having two sets of terrain (enemies and allies), I mainstreamed things to just 5 tiles. In order to hit the selected target (marked with a cross air) the player rolls a virtual die. I've identified the "to hit" target number, 6 if the enemy if the furthest away, 4+ one square closer, 3+ one more tile closer and the hand-to-hand tile. The idea is to use risk-reward: -The longer they wait to shoot, the more likely they are to hit the target. -However, the closer the foe is, the more likely the player will end up being injured by getting into a fight with the foe. -Since ammunition would be limited/it would take time to reload, the player needs to choose wisely when to do which action in combat. -Once the player gets into close-combat, there should be some kind of price to pay. I'm not sure what that would be. I'm thinking that combat could become a lot harder and the player to deal a lot less damage. Questions I have for people who have some game design experience or ideas: 1-How could I mitigate RNG? I can imagine how it would be frustrating to keep missing a target... This is a big one. 2-Could I arrange things better to have a more interesting UI? If so, where I could put things? 3-How could I deal with close combat in order to make it riskier since it doesn't use ammunition. In other words, how can I make sure that close combat becomes a last resort as opposed to a way to kill enemies without spending ammunition? 4-Any ideas as to how I could make things look better? More coherent? ------------------------------------ Design C: You'll notice I've changed a few things. a. have added a bullet meter. Out of the six bullets, you'll see on bullet has been spent here. b. A bullet would be potentially fired each round. c. Instead of going for "all or nothing" I've modified the damage system to be less RNG influenced. While 1 or 2 is still a miss, anything higher causes damage, from 3 to 12 on a critical hit. d. I've changed the die design as well to make it more elegant. e. I've changed the design of the font. f. I've modified the pathway to make it more coherent. g. I've moved the cross hair under the position tile. h. In this concept, I don't take distance into consideration however... which might be problematic as not very realistic. So that's one issue. i. Another issue would be reloading. If the enemy advances one tile per round, there would be no point in having a gun clip as he wouldn't have time to empty it anyway. Possible approaches: a. Disregard distance as part of the battle mechanic when it comes to scoring a hit. b. Have more position tiles or have the enemies move half a tile per round. That is to say, to spend one turn to move in between the tiles. Or have the enemy move slower than one tile a turn. c. Use QTE to determine a hit: The idea being that the arrow moves left to right and the player presses a key to determine the outcome with different colors dealing different amount of damage. I still have to design: a. Close combat. b. Should I display enemy health? ------------------------------------ Design D: I've dramatically reduced the bullet size to make the UI more appealing. I've gotten rid of the die. This will give the player agency over the result he is going for. This also allows me to implement distance. The further away the target, the more red zones (miss zones) present. The closer the target, the more green and yellow zones. If the opponent reaches the player, hand-to-hand is handled this way: The HP (100 and 50 here) goes down by their damage factor. The player has 5, the monster has 10. Both their HP goes down by the damage factor until one reaches 0 and dies. So it's important to avoid hand to hand at all cost. Thoughts on UI design and the combat ideas? ------------------------------------ This is very important to me as I want to have compelling combat like you'd find in Undertale or Paper Mario. It should have principles easy to apply which can lead to complexity if necessary. In other words, there should be room for complexity as the game progresses.