# Combat Engine

**URL:** <https://forum.kirupa.com/t/combat-engine/324804>\
**Category:** programming\
**Created:** [September 9, 2011, 1:19pm UTC](https://forum.kirupa.com/t/combat-engine/324804 "2011-09-09T13:19:42Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![randomagain](https://avatars.discourse-cdn.com/v4/letter/r/35a633/32.png) [@randomagain](https://forum.kirupa.com/u/randomagain)\
**Post date:** [September 9, 2011, 1:19pm UTC](https://forum.kirupa.com/t/combat-engine/324804/1 "2011-09-09T13:19:42Z")

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I’m thinking of making a combat engine where each unit has a base DPS, then an extra critical hit is factored in.

I want range, armour class and stance to take effect. I’ve found an example which is used by dice RPGs. I’m just thinking, given I want weapons for each class, would it just make more sense that each class has double the HP of the last?

Combat example:  
totalroll = (roll+cover+stance+enemystance +ammotype  
+enemyarmour)  
IF total \> range factor, then its a hit

I’m thinking that all shots hit, but misses are like “armour saves/luck” so would that make more sense of removing an armour factor and just increasing HP for each class?

Thanks.
