Balance in this combat engine will basically mean what direction your weight is leaning, left or right. The logicistics of this come from factors like...
how aggressive of an attack was launched, how much skill you have attacking in that manner, how hard the targeted body location is to hit, your skill in aiming to hit said body location, your success in hitting the target, and the position/balance of the hit or missed target.
To help explain here's a diagram thrown together of a simplified system to help illustrate...
Example:
L______________________R
[ Balance ]
[ | ]
[0-1-2-3-4-5-6-7-8-9-10]
*digit=10
The default balance state is 5(50 or 50% basically) which means he/she is in their center of balance.
If attack was a "stab type attack" towards the left leg, the work would look like this...
Attack Type | Balance Modifier | Body Location Modifier | Final Balance | Direction |
Stab | 10 | 5 | 15 | Left |
(The weapon | (A quick stab takes | (Since the left leg isn't | (The final balance | (Since the |
here is | little balance to | a hard target to hit only | modifier is 15 | target was |
piercing, | perform and only | five percent is added to | percent which is | the left leg, |
stab being | alters balance by | the balance cost.) | then reduced by | balance would |
one of it's | 10 percent.) | | the second acc- | shift to the |
weaker | | | ording to player | left during |
attacks.) | | | balance effecting | attempt to |
| | | stats/spells.) | attack) |
| | | | |
This would result in a 15% balance loss to the left, the results visualized like this for example...
L______________________R
[ Balance ]
[ | ]
[0-1-2-3-4-5-6-7-8-9-10]
*digit=10
The balance penalty would be removed at 10% per second resulting in a 2 second penalty in this case. This penalty would not be stacked on top of
normal roundtimes, but incurred at the same time generally wearing off before the players roundtime penalty. This would offer the defender, a
few seconds(this time would get shorter as players got better) to strike back while the enemy is "off balance" with a small advantage, seems realistic to me.
I hope this makes the concept a bit easier to understand, but in no way reflects the full details of the system. As stated before, this is a simple example of how things could work.
*edit: As I think about it, for more realism the system would have to be designed to take into account what hand the player uses to attack. This is something I originally planned on, but didn't know it would be so vital. These words came about for the reason that a left handed attacker, attempting to stab a targets left leg, would be a simple thrust forward, while a right handed attacker would have to thrust forward and across. This would imply that the left handed attacker would require less movement(balance) to perform this attack.
Does this seem too realistic, or logical? I imagine with slashing and swinging attacks, the balance modifiers could be more drastic for basically attacking with a 'backswing'.