If someone has no player skill and only has time for RP not training, unfortunately no combat system can cater for them. The only way they can have a chance is to RP the fight, and it's pretty disfunctional without pre-agreement on who will win.
Strongly disagreed.
If you RP a fight by following
this guide I wrote some time ago, you will see that the outcome is even more uncertain in an RP fight than in a PvP duel as it is possible to have both opponents giving up by exhaustion or both getting killed or one gets defeated, but not killed, etc.
There are a lot more possibilities how an RP fight can develop than a PvP fight nowadays; and NONE of the RP fights I have participated in have ever been predetermined by the players.
RP fights are one of the most difficult things to RP. But if done right, they provide so much more excitement and lengthier fights than PvP duels nowadays, as I proved
in a pure RP tournament in january this year.
I hope to see a PvP system that provides just as much depth and possible outcomes than an RP fight one day, but I don't think that will happen sooner than soon(tm).
Back on topic:
What do you think about my approach to have collision detection enabled, but without push/pull?
Btw, I just recalled something on the subject "automatic fights":
In "Das Schwarze Auge" (a german RPG), it was possible to switch to a fully automatic fight if you are too stupid/busy/tired to do the fight yourself.
It meant that the comp was calculating the fight turn by turn (the fighting system was turn based) for each opponent. You was able to take over any time or brake the fight by fleeing. I can imagine a similar system in PS, too. It would only require a lot better AI.
If you are not capable (either by lag, by weak computer ressources or whatever) not to fight a PvP fight, you could switch to automatic fight, letting the AI taking over.
You could watch in realtime what the AI is doing with your char, the stats and so on, while the other player could still fight manually and ideally wouldn't even notice that he is fighting against the computer.
One could set a lower limit before yielding/fleeing when the AI gives up and runs away, once the limit is reached.
It's also imaginable to set a fighting script, what the AI shall prefer and in what order and when. For instance "while distance > 10m to opponent use magic long range; while distance < 10m to opponent attack 1 with melee; if HP < 10% then yield"
If you think you can turn the tide, you always could take over the controlls, even in the fight.
I think thats the most convenient solution to the auto-fight or not - discussion.
Opinions?