Combat Outline and Weapons

The act of combat:

The dance, as it were. Live, adaptive combat in roleplay and LARP via VR introduces a great deal of issues. Namely, latency. Due to this, the traditional approach to HEMA is simply *not* enough and requires more pauses and thought. Typically, when playing an NPC of no notable name, you always play to let the players win and the GMs will apply any damage.

Combat as an enemy foot soldier
Unless given specific instructions, the grounds of playing a basic enemy unit should always include a little resistance, only momentarily demonstrating being a capable soldier. From there, ramp down slowly until you are defeated. You can make the motions of applying a few "jabs" in the events of combat, and show a few successful parries. The ultimate goal is to remember that the players are typically above the skills of basic units.

Combat of more difficult enemies
In some cases, GMs may give specific instructions to vary the difficulty you can show as an enemy unit. In these cases, you should adapt as instructed. Unless given the strict GM command to win, you should still always play to lose, simply ramping your received damages and given hits at a much slower rate. In many cases, a GM may give you direct instructions if you are playing either a mini, or big bad boss. Sometimes you might have to choreograph events ahead of time as well, giving a rigid path to follow so the GM can concentrate on fewer major adjustments rather than meticulous events.

Weapons

All weapons have an efficiency and range to take into consideration. For example, when comparing a flintlock and crossbow; the flintlock takes longer to reload but has a wider damage at close range, whereas the crossbow will have precise and more in depth penetration. Typically, this is simply played out by your motions and actions in game, but the range of a weapon is definitely the biggest thing to consider. While this is not a guarantee of victory, the advantages of range must always be taken into consideration per weapon.

Melee:
Blades
Spears
Maces
Axes

Short Medium Range:
Crossbows/Bolts
Flintlocks

Long Range:
Bow/Arrow

Which each weapon range category can be broken down into more in depth divisions, such as a spear vs a dagger, for roleplay purposes, the play to lose/win or GM override effect guides the more specific differences.

Magic

Contact Magic which takes place at contact requires the caster to place their hand on the subject.

Short Range
Some magic can be casted at a short distance, such as throw of flames or dispersal of energy.

Long Range
Things like Firebolts can be used to send a small concentration of fire which contains itself until it makes contact, rapidly expanding into a larger coverage of area from the contact point.

Area of Effect
Surrounding the caster or origin point, some magic affects the area from which it was case or set off from. Magic that creates a field, or perhaps the result of a Firebolt from its impact are to be considered in these moments.

The DOs and DO NOTs of VR Combat

Stick Strafing: The act of using your thumbstick during attacks and parries. When at all possible, avoid using your thumbstick unless you are making small, occasional, quick adjustments. If you're not walking or trying to get off a collider, or getting a better angle to see something when not actively engaged in combat. Actively using your thumbstick to move toward an opponent, strike, then move out of reach is of poor form, and generally not allowed.

Receive your strikes:
When you receive hits or strikes, you must lift your sword as if blocking, or receive the hit. No matter what weapon types or boosts you might have, standing stone fashioned is definitely of poor form. Even if you think a strike might not have landed, giving a flinch at least can help communicate with your fellow combatant that something is happening.

"From behind":
Always make someone aware a moment ahead of time if you do something from behind. Avoid doing anything from behind if possible if you are not a specialized NPC.