Design
WebsiteGitHubGitBook
  • âœī¸Design Intro
    • Gameplay Summary
    • Art Style
  • đŸ•šī¸Basic Game Mechanics
    • đŸ–Ĩī¸User Interface
      • Server Hub
      • Server Lobby
        • Edit Character
      • Game
        • Player HUD
        • In-game Settings
        • Inventory
        • Radial Menu
        • Misc. UI Elements
        • Windows
    • 🎮Controls
    • đŸ”ĻField of Vision
    • 🔍Examine
    • đŸ–ī¸Interactions
      • Move
      • Activate
      • Access
    • âŗRounds
  • đŸ›°ī¸Environment
    • đŸ—ēī¸Tilemaps
      • Stations
      • Planets
      • Tile Objects
        • Airlocks
    • â˜ī¸Atmospherics
      • Gas Substances
    • 🧩Connectables
      • Basic Adjacency Connections
      • Advanced Adjacency Connections
      • Window Divider Adjacency Connections
      • Counter Adjacency Connections
      • Directional Adjacency Connections
      • Disposal Adjacency Connections
        • Disposal Furniture Connections
      • Pipe Adjacency Connections
        • Pipe Furniture Connections
      • Transit Tube Adjacency Connections
      • Wire Adjacency Connections
      • Airlock Adjacency Connections
    • đŸ—ī¸Construction
      • Construction Recipes
        • Walls / Windows
        • Doors
      • Menu and User Case
      • Propositions and Suggestions
    • 🔓Crew Access
    • ⚡Electricity
      • Power Grid
    • 📞Communication Systems
  • đŸ‘ĢEntities
    • đŸŽĨRoles
      • 📋Crew
        • Nanotrasen
        • Command
        • Security
        • Engineering
        • Medical
        • Science
        • Supply
        • Civilian
        • Silicons
      • Antagonists
        • Primary Antags
        • Secondary Antags
      • Ghosts
    • đŸ§™â€â™‚ī¸Characters
      • Player Characters
      • NPCs
    • đŸŒĄī¸Health
      • Stamina
      • Damage
      • Body Systems
        • Organs
          • Lungs
          • Heart
        • Blood
        • Oxygen
        • Pain
        • Death
        • Body parts volume
      • Healing
        • Surgery
    • âš”ī¸Combat
      • Combat Mode
        • Help
        • Harm
        • Grab
        • Hold
        • Push
        • Toss and Throw
        • Items
          • Melee
          • Ranged
      • Melee combat
  • đŸ”ĻItems
    • 📌Hold Positions
    • 🍕Food
    • 🧰Containers
  • đŸŽŦActions
    • đŸ› ī¸Crafting
      • Makeshift, simple Crafting
      • Advanced Crafting
      • Specialized Crafting
    • âš—ī¸Chemistry
Powered by GitBook
On this page

Was this helpful?

Edit on GitHub
Export as PDF
  1. Entities
  2. Combat
  3. Combat Mode
  4. Items

Melee

PreviousItemsNextRanged

Last updated 1 year ago

Was this helpful?

MELEE

LEFT_CLICK on an active target character (any part of it), while having a melee weapon (or basically any item that can be used as one) in an active hand, will result in an attempt to make a fast hit (punch with something blunt or jab with something sharp) in the selected bodypart.

A simple punch (CRUSH damage subtype)
A simple stab (PUNCTURE damage subtype)

Suggestion: longer LEFT_CLICK should result in a slash attack for blade melee weapons (like swords),

longer hits with contact-type weapons (like stun-batons)

or stronger, slower heavy attack for weapons that rely on brute force (like hammers)

where the longer the time of holding the LEFT_CLICK, the wider the swing (or the longer the contact with the contact-type weapons, like stun baton or soldering iron).

The choice of the attack type might depend on the weapon’s primary (biggest) damage type or might be a completely separate thing, specifically programmed for melee.

Reference for how the melee fight should look/feel like pace-wise:

Reason for this is that in Space Station 13 the fights mostly consist of attacks that occur on click on the opponent, which means the fights are made with fast hits and instant attack startups in mind.

A strong swipe with the same blade as an example above (SLASH damage subtype)
A long contact with a stun-baton (SHOCK damage subtype)
A wind-up for a strong hit with a toolbox.
A moment of devastating impact.
Midnight Fight Express serves as a good example of quick and viceral melee combat.
đŸ‘Ģ
âš”ī¸