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Battles: the street fight

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

When two hostile forces stand in the same town, they fight a street fight: every man on both sides stands on one street and the clash plays out in real time, in seconds, usually to the last man standing. You don't control it. What you decide is who goes in and where they stand: your squad's men, their gear and their cells.

How you use it

  1. Set up before the fight. In the CREW panel, a man's column on the squad grid is where he starts: back, middle or front. His class and gear decide how he fights.
  2. Meet the enemy. A fight starts when your squad and a hostile force share a town: you attack a roaming crew, a roaming crew raids you, or an ambush springs.
  3. Watch. The fight opens on its own and the game clock waits while it plays. The street view is the only fight view: a fight between other outfits, or one already under way when you load a save, has nothing to play and opens nothing. Each side's crest, name, N / N STANDING and HP bar are on top, the town and the fight clock in the middle. Damage numbers float off each hit: crits are bigger and gold, heals green, miss for a dodged blow, +$ for a Robber's take.
  4. Speed it up or skip. 1×, 2× and 4× set the playback speed. SKIP jumps to the end.
  5. Result. The street fades out and a VICTORY or DEFEAT card follows.

How it works

The clash

Rule Live
Start Each man starts in his band, counted from his own side's edge. A squad man starts in his cell's column. Anyone else: guns-only men at the back, healers and squad-bonus men in the middle, everyone else in front
Moving Each man walks to the nearest enemy he can hit. A man with any blade closes to melee; a man holding only guns stops at his gun's range. Men spread out around a target instead of queueing behind each other
Target The nearest enemy. He only switches when another enemy is clearly closer
Swinging Every weapon in his hands swings on its own timer. The first swing comes one interval in
Area weapons A weapon that hits several men lands the same blow on the enemies nearest its victim
Protection Melee or ranged protection cuts each blow, up to a cap
Crits A share of blows hit harder
Dodge A share of single-target blows aimed at a dodging man miss. Area blows are never dodged
Sudden death After a set time, everyone still standing bleeds a growing share of his HP every second, so no fight stalls forever
Ambush The surprised side stands still for the first round. An ambush ends the moment its target falls
Order of a tick Everyone moves from where everyone stood, then everyone swings, then the dead fall together. Nobody wins by being processed first

Classes on the street

Class What it does in the fight
Ninja Slips in behind the enemy's rearmost man shortly after the start
Doctor Each round mends the most hurt friend in reach, out of the medkit he carries
Crook, Hoe Lift the damage of their whole squad while they stand (only the biggest bonus counts)
Hoe Enemies near her hit softer
Heavy Friends next to him take less damage
Gangster Hits harder the more HP he has lost
Robber Attacks can lift cash, and every man he drops pays more. The cash moves from the losing outfit after the fight, never below zero

A fight over days

Rule Live
Clashes per day Up to 3 a day, until one side has nobody left who can fight
End The fight ends when one side has no fighters. There is no timer and no mid-fight retreat
Squad men down While his squad has a man standing, a downed squad man is wounded and keeps his cell. When the squad's last man falls, every downed man in it dies
Named men A named man whose HP runs out is carried off to hospital. After the fight, named men on the losing side risk a wound, capture or death; the winners only risk a wound. A roaming crew robs: its wins kill and capture nobody
Losers Beaten forces leave the map and walk home later. A force with nobody left is wiped out
Winners Hold the town

Numbers (all TEMP)

Number Value Where
Round 2 seconds street_fight.round_s
Street 22 cells wide; front band 7, middle 5, back 3 cells from the edge arena_w, front_x, middle_x, back_x
Walk speed 2 cells/s for a crew man, 2.1 for a named man (a squad class sets its own) speed, person_speed
Reach Blades 1.3 cells; pistol 5, shotgun 3.5, machine gun 6.5 melee_range, gun_range
Area blow radius 2.5 cells cleave_radius
Crit 10% of blows, ×1.6 crit_chance, crit_mult
Damage spread ±5% per blow simple_combat.damage_variance
Protection cap 85% simple_combat.protection_cap
Ninja flank 0.7 s in flank_at
Doctor reach 5 cells heal_range
Sudden death from 40 s: 3% of max HP a second, +50% more each second sudden_death_s, sudden_death_pct
Safety cap 120 s per clash max_s
Clashes per day 3 simple_combat.rounds_per_day
Named man risk, losing side 15% wound, 10% capture, 5% death, raised by a lopsided result war_char_wound_loser, war_char_capture_loser, war_char_kill_loser
Named man risk, winning side 2% wound war_char_wound_winner
Hospital stay 10 days recovery_days_hospital

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
One real-time clash on one street, up to 3 a day The old multi-day board of front, back and reserve rows, with daily damage from force power
Fights end only when a side has no fighters Breaking at a loss share, or a battle-day timer
The player sets the start through the squad grid A tactics mode, or orders during the fight
Sudden death ends every stalemate
The COMBAT TRY setting: it's still in the settings, but switched to LIVE it turns the street fight off and its fights open no view at all, since the old battle board is gone

Sources

src/combat/street_fight.gd, src/systems/battle.gd, src/ui/street_fight_view.gd, src/ui/main.gd (combat setting), src/systems/expeditions.gd, data/config.json (street_fight, simple_combat, war knobs)