Guidelines to fighting

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Taro
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Guidelines to fighting

Post#1 » Fri May 15, 2015 4:40 pm

These are my guidelines on fighting to avoid god-emoting.

Fighting styles: Let's limit if to three.

Offensive Fighting: The idea of offensive fighting is: As long as I keep attacking my opponent, my opponent will be forced to stay on defense. This is the style you want a beginner to use during sparring. It is ideal for losing a crippling fear of battle, as a beginner will probably make many mistakes that result in him opening his guard and in turn getting hit. Over time, the beginner will get hit less but he'll also have become less fearful.

Defensive Fighting: When fighting defensively, you simply keep defending, waiting for your opponent to drop his guard. Then, you strike. To properly fight defensively, you need to know how to counter, making this style only suitable for experienced fighters.

Over time, a fighter will develop his own style of fighting that suits him best, probably somewhere in between offense and defense.

Pure Defense: This is not fighting, this is: not dying. In pure defense, the idea is to survive long enough for reinforcements to arrive. You use whatever you can to keep your enemies at bay, be it shields or AOE. But this is most likely a losing battle, as chances are that your attackers will eventually break your defense.



Dragon Adulthood Stage attributes: These are basic guidelines, characters can always differ a bit. I am also ignoring magical enhancements.

Hatchling:
Pros:
- Hatchlings are tiny and difficult to hit

Cons:
- wings are not strong or big enough to really be agile
- Lack of endurance

Conclusion:
Hatchlings are not yet fit for fighting, at least not against older dragons


Drake:
Pros:
- Drakes are easily the most agile dragon in the skies. Their small size allows for acrobatic manouvres
- Drakes are small and difficult to hit
- Can retain drake form in small corridors

Cons:
- Lack of firepower
- Lack of weight required to really deal a punch with great force
- Lack of durability

Conclusion:
Drakes can dodge nearly all directed attacks aimed at them, making them perfect for targeting weak points. Their size allows them to retain drake form indoors. However, they are also too small to hit a bigger dragon with a good amount of force, unless targetting weak points of course. Also, their lack of durability makes them susceptable to area of effect damage, as AOE cannot be easily dodged.

Use in military:
- Scouts
- Special forces


Mature Dragon:
Pros:
- Good firepower
- Good endurance
- Still capable of dodging

Cons:
- Master of none

Conclusion:
Mature dragons are the most versatile in combat. They have firepower that outmatches that of nearly all mortals and they can go head to head with nearly all creatures on Azeroth. They are also still small enough that they can dodge attacks.

However, mature dragons are masters of none. They are not as agile as drakes, nor do they have the firepower, sheer force or durability of a wyrm.

Use in military:
- Normal soldiers


Wyrm:
Pros:
- Great firepower
- Great strength
- Great endurance

Cons:
- To big to dodge dodging
- To big to for small locations, like most caves

Conlusion:
Wyrms are great as tanks (Damage soakers) , their sheer size and strength allowing them to receive great amounts of damage without going down. This size also has the advantage of making projectiles smaller relative to the wyrm's body, making the damage done also relatively smaller. Their immense weight allows them to physically attack with immense force that no mature dragon could match. Also, their firepower is unmatched.

However, wyrms are far from invicible. Their size does not allow for dodging. Even if they can manouvre faster than most other wyrms, if they're 40 metres long, their wingspan is 50 metres and they are 20-30 metres high, the smallest amount of distance you'd need to cover to completely dodge every attack is 20 metres. It takes 1.6 seconds for a Bugatti Veyron to cover 20 metres from a standstill, but a wyrm is a lot heavier, coupled with the fact that a wing has to move both up and than down in order to generate thrust or lift, it's unlikely that a wyrm could dodge anything at point blank range. The best a wyrm could realistically do is move their body just enough so that none of their weak spots are hit.

Use in military:
- Tanks (MMO style)
- Heavy artilery


Ancient Wyrm
Aside from having all the problems a wyrm has, these dragons are so old that their body has started to decline too much to still fight. They are no longer fit for fighting.



Fighting multiple targets: I am assuming that all fighters are at least decent in combat.

X vs Y: Best fighter probably wins, though sometimes the weakest gets a lucky shot and wins regardless.

1 vs 2: X vs Y & Z
This is a lot trickier. X probably needs to be a lot better at fighting than both his opponents to win. It's still very possible for the X to win. For example, if X takes one opponent down before both Y and Z can gang up on him, it becomes a 1 v 1 battle again. Or if X can seperate Y and Z somehow, then it also becomes a 1 v 1 fight. This really depends on skill.

1 vs 3: X vs Y, Z & Q
Now X's chances are getting very grim. Let's assume Y, Z and Q are mature dragons, then even an Elder Wyrm would be in trouble. Three opponents could start using complicated formations and X can realistically only focus on one thing at a time. Now X needs to watch out for three opponents. X cannot attack Y, while also keeping track of both Z and Q. While Y and Z keep X bussy, Q can simply sneak up on X and attack him from behind. If X were to ignore Y and Z and take on Q, then Y and Z would be able to attack him. The best choice X probably has is waiting for his opponents to attack and then blasting them with AOE damage, though unless the AOE is really powerful, it won't be enough to win the battle.
Being an Elder Wyrm might make you tougher, but this is more a question of: How many people can X keep track of at the same time. If X is a very well trained dragon who can quickly shift his attention from opponent to opponent, X does have a chance to beat his opponents, but the odds are stacked against him.

1 vs 4 or more, X vs Y, Z, Q and P etc.:
At this point, odds are stacked heavily against X. It's become nearly impossible for X to keep track of all his opponents. X can realistically only win if he has insanely powerful AOE and enough stamina to sustain it. If X is not powerful enough to kill his opponents, his AOE might protect him long enough for back-up to arrive. If no back-up is coming, X will have to flee somehow.

The conclusion of the story:
Fighting multiple opponents is a bad idea, no matter how powerful you are. 5 mature dragons vs 1 Elder Wyrm, the odds are stacked against the Elder Wyrm, not the other way round. The Elder Wyrm just has too many opponents to keep track of.

I'd love to hear your views on this.
Last edited by Taro on Fri Jul 17, 2015 6:33 pm, edited 2 times in total.

Vaesalastrasz
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Re: Guidelines to fighting

Post#2 » Sat May 16, 2015 1:28 pm

Very precise i like it

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Taro
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Re: Guidelines to fighting

Post#3 » Sun May 17, 2015 8:43 pm

Wyrm:
Pros:
- Great firepower
- Great strength
- Great endurance

Cons:
- To big to dodge attacks properly
- To big to for small locations, like most caves

Little adjustment to my typo.

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Arguandormu
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Re: Guidelines to fighting

Post#4 » Sun Jul 12, 2015 2:58 am

Ancient Wyrms are just not fit for fighting, you should add, they are too old and probably drained for prolonged combat, at least from what we've seen, magical enhancing does allow for it but non-Aspects would have trouble.
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Taro
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Re: Guidelines to fighting

Post#5 » Fri Jul 17, 2015 6:36 pm

Added small section on Ancient Wyrms

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