Card · ST-11
Combat System
IV – Conflict Order
Combat System
Ludic Organisational Structure · IV – Conflict Order relation · Tipping potential: high
Combat System regulates violent conflicts between agents: it determines how attacks happen, how damage is computed and who emerges as winner – producing tactical depth and emotional tension.
Design question – How are violent conflicts between agents fought out and resolved in your game?
Reference example – XCOM: cover and distance decide the hit chance, and fallen soldiers are gone for good. Dark Souls: every blow and every dodge costs stamina – attack and retreat must be budgeted. Warhammer 40,000: hit roll, wound roll, armour save – damage happens in stages.
Ordering domain
Orders the conduct of confrontation and elimination between agents.
Emergent behaviour
Tactical depth through positioning and timing, attrition dynamics (Pyrrhic victory), deterrence and the escalation spiral.
Core Mechanisms
- Conflict Resolution (MEC-22) – Determine the combat outcome.
- Capture / Elimination (MEC-24) – Defeat/remove units.
- Selection (MEC-07) – tactical decisions: whom to attack? with what?
Dynamic Mechanisms
- Randomization (MEC-20) – Uncertainty in the combat outcome.
- Scoring (MEC-09) – Damage points, HP, combat scoring.
- Proximity (MEC-13) – Range, positional advantages.
- Priority (MEC-08) – Initiative, order of attack.
- Progression (MEC-15) – Units grow stronger over time.
Feedback architecture
- positive – Victory spiral: victory → loot/XP → stronger units → more victories. (Progression)
- negative – Attrition: victory → attrition → weakening → more vulnerable for the next fight. (Capture / Elimination)
Design parameters
- Determinism – deterministic (chess) ↔ stochastic (dice combat)
- Attrition – low (winner unharmed) ↔ high (Pyrrhic victory)
- Tactical depth – shallow (the stronger wins) ↔ deep (position, timing, combos)
- Elimination permanence – temporary (regenerates) ↔ permanent
- First strike – none ↔ strong (initiative is game-deciding)
Risk profile
- Runaway leader – high
- Kingmaking – high
- Stagnation – low
- Complexity ceiling – medium
Compatible with
- Territory (ST-08) – Compatible: territories are fought for.
- Hierarchy (ST-05) – Compatible: chains of command.
- Faction System (ST-07) – Compatible: faction wars.
Tension with
- Democracy / Voting System (ST-06) – Tension: voting vs. fighting.
- Alliance System (ST-12) – Tension: alliances undermine the combat logic.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-10 Exploration System
- previous card
- ST-12 Alliance System
- next card