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Age of Gladiators II: Combat!

Thought I would take a moment to provide a brief overview of the new combat system in Age of Gladiators II.



Combat Dynamics


The number of combatants that are possible for each match are as follows:
  • 1 vs 1
  • 2 vs 2
  • 3 vs 3

For the 2 vs 2 and 3 vs 3 battles, group tactics should be considered and there are many approaches an owner can take toward this.

Perhaps having one of your gladiators engaging in crowd control through the use of special equipment (weapons jammers, sensory scramblers) is one way of approaching a battle. Or perhaps utilizing a gladiator that constantly heals using special equipment (trauma injectors, nano-leeches), stims (vitality and stamina), and species abilities (Karthaarn with fast coagulating blood).

Or maybe you simply want to roll in three damage-dealing heavies with no special capabilities, that is an option as well!

Action Points


Each gladiator has a specific number of Action Points based on their physical attributes and armor. A gladiator can either boost their Action Points through species abilities (the Skeel with their Hyper ability), combat stims (speed and aggression modifiers), or special equipment (adrenal boosters).
Action Points allow a gladiator to move, take actions, and attack. Once a gladiator’s Action Points are done, they cannot do anything more for that turn.



Hit Points


Each gladiator also has a set number of Hit Points. Once they lose all their Hit Points, they are defeated. The chance of them being killed is determined by their opponents killer instinct. The higher the killer instinct, the higher the chance the losing gladiator will die.

As with Action Points, Hit Points are determined by a gladiators physical attributes as well as the armor they are wearing. Hit Points can also be boosted with combat stims (vitality and stamina) during battle.



Hit Chance & Damage


A gladiator can issue either melee or ranged damage during battle depending on the weapon they have been issued before combat. The amount of damage is determined primarily by the gladiators physical attributes – ranged damage is determined by Vision and Aim while melee damage is determined by Strength and Coordination. The weapon equipped by the gladiator also contributes to their overall damage as well.

Hit Chance is determined also by a gladiator’s physical attributes (Aim and Perception for ranged, Coordination and Reflexes for melee.) A gladiator’s equipped weapon will also carry bonuses boosting the overall hit chance of a gladiator as well.

As with the previous combat stats, both ranged/melee damage and ranged/melee hit chances can also be boosted through the use of combat stims.

One thing I did away with is misses. I don't think anyone likes to see their fighter keep swinging and missing, especially when they are at point-blank range. So what I did instead was add glancing blows in place of missing - each attack will do some damage, just not the full or critical amount if attacker doesn't squarely hit their target.



Initiative


Initiative determines which gladiators move first. Initiative is determined by gladiators physical attributes, as well as their overall morale. Initiative can also be boosted at the beginning of battle through the percentage of the fight purse you choose to share with your gladiator.

It’s critical to gain the first turn in battle, so make sure you keep a close eye on your squad’s initiative before committing them to the arena.

Combat View


The combat system has two views isometric and birds-eye. You can select which one you like while in the arena.



Arenas


There are currently four arenas in the game, but I intend to release more in the coming months!