Mongoose Pete
Mongoose
Its an option. Don't worry about swapping CAs for Rounds. Its your game, tweak it to what suits your preferred playing style - realistic or heroic.gran_orco said:So, is not it an errata? Is it optional? Is Combat Actions the first intention?
Combat Actions was the first intention, but in all honesty it makes little difference if you change it since unless you are staging a large skirmish with multiple opponents, most fights are generally over in 2 or 3 rounds.
If you look at full contact competitive fights there's a lot of standing about between engagements where both opponents are breathing hard, recovering strength and preparing for the next flurry of activity. So a sport or tournament fight might seem to extend quite a long time and the participants possess great endurance, but in reality most of it is dead time conserving stamina. Even so, participants still gradually get weaker and slower over the course of the bout.
How do you model these 'rest breaks' in MRQ2? Well normally I wouldn't bother, since in a real armed fight one of the combatants will probably be seriously injured or on the ground within 10 seconds anyway. Likewise, holding a bridge against a queue of attackers or being chased around by 2 or 3 guys simultaneously then there's no hope of a rest.
If on the other hand you have a reputation as a deadly opponent, then there's a chance your foes may be psychologically psyching themselves up to commit to what might be a suicidal attack. In those moments, looking intimidating might buy you 10-20 seconds of breathing space to recoup, or at least stem, lost endurance.
As Jujitsudave intimated in his first post, you burn through a lot of energy simply due to stress. In a life or death situation you're flooded with adrenalin, heart rate and respiration go through the roof, and you become very twitchy with released glucose reserves. Its not the same as hard exercise, its a brutal hormonal flood. You are literally haemorrhaging energy as your body goes into overdrive - even if standing still.
This is why people get the shakes or collapse after a near death experience. When combined with the exertion of swinging a weapon with force, blocking similar blows with a shield and making swift engaging and disengaging movements, it not only becomes a killer but it also takes significant time to recover from. However, that isn't so much fun as being Horatius on the bridge, so feel free to tinker with fatigue and its recovery any way you feel makes MRQ2 a better game. :wink: