Well, the discussion is happening here....
Ok - these were some ideas I had following my initial read of this thread about......
1 Penalties, 2 Party States
PENALTIES while: Attacking, Moving, Special Attacks, Climbing,
(Swimming probably too)
Attacking
1 - Can't Move or Turn IF champion:isAttacking
2 - Small Evasion penalty
Moving
1 - Attack Accuracy halved (unless ?trait?)
2 - Cancels Spell Casting (stops volley of projectiles eg) (unless ?trait?)
3 - Cancels / Stops Charging of Special Attacks (unless ?trait?)
4 - Some/all of the above have a chance% to Backfire / Fumble / Hit another Champ instead (unless ?trait?)
5 - Small Evasion bonus
Turning
1 - Cancels Spell Casting (stops volley of projectiles eg) (unless ?trait?)
Being Attacked by adjacent Monster (while Moving/Turning/Climbing)
1 - Significant Bonus to Evasion
2 - Significant Penalty to Protection
3 - Significant Bonus to monster Attack Damage (2x damage) (unless ?trait?)
Being Damaged + Back stabbed (while Moving/Turning/Climbing away from adjacent Monster)
1 - Cancels Move or Turn
2 - Cancels Spell Casting (stops volley of projectiles eg) (unless ?trait?)
3 - Cancels / Stops Charging of Special Attacks (unless ?trait?)
4 - Champ suffers Chest Injury
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Party Combat States - FREE, ENGAGED, HALTED, CAUGHT, SURROUNDED, TRAPPED, FLEEING
FREE / ROAMING
The Party has NO Monsters in any adjacent squares (diagonal squares OK)
The Party can Turn/Move/Attack etc as it would normally
The Party receives No Penalties
ENGAGED
The Party has Monster/s in 1 adjacent square + is NOT blocked on the other 3 squares
The Party can Turn/Move/Attack etc as it would normally
The Party receives some/all of the above mentioned Penalties -
HALTED
The Party has Monsters in 2 adjacent squares + is NOT blocked on the other 2 squares
OR The Party has Monster/s in 1 adjacent square + is blocked on 1 other square
The Party can Turn freely
The Party can NOT Move while:
1 - any of those monsters are Attacking the Party
2 - any Champion is making an Attack / Special Action / Casting Spell
The Party receives some/all of the above mentioned Penalties -
CAUGHT
The Party has Monsters in 3 adjacent squares + is NOT blocked on the other 1 square
OR The Party has Monster/s in 2 adjacent squares + is blocked on 1 other square
OR The Party has Monster/s in 1 adjacent square + is blocked on 2 other squares
The Party can NOT Move OR Turn while
1 - any of those monsters are Attacking the Party
2 - any Champion is making an Attack / Special Action / Casting Spell
The Party receives some/all of the above mentioned Penalties -
SURROUNDED
The Party has Monsters (on at least 1 square) or is Blocked on ALL adjacent squares
The Party can NOT Move OR Turn while
1 - any of those monsters are Attacking the Party
2 - any Champion is making an Attack / Special Action / Casting Spell
The Party receives some/all of the above mentioned Penalties -
1 - The Party can NOT choose to FLEE
TRAPPED
The Party can NOT leave an Area or Room without defeating certain Monsters
1 - The Party can NOT choose to FLEE
FLEEING
If the Party is NOT TRAPPED or SURROUNDED
AND all champions are NOT Paralyzed / Petrified / Frozen etc
AND all champions are Ready to Attack (ie not in cooldown) then
>>> Click on the FLEE (custom GUI) button
>>> Calculate a random but clear path
>>> and Game Controls disable
>>> as you are Auto - Moved very fast away from Monsters
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I believe that implementing such a system will strike players as quite foreign and awkward ....
However - it will make Area Denial spells (trap Runes), abilities (knockback) and strategies (not lazy face tanking) more important.
It would also make Conditions such as Haste / Invisibility much more useful ...
and harmful Conditions (Injuries) that slow party move speed and actions much more detrimental
Thoughts?? Discussion?
(Is Akroma complicating things AGAIN...!??

)
PS - I have drafted ideas for Combat Statistics (Morale & Stamina) but shall detail these later
PPS - I honestly dont plan on implementing this in my Mod - just ideas...