I will update with some in depth detail on the combat system asap. Mostly the ;tldr is that when pov finds herself grappled, she will get a chance to escape when it is her turn. If she doesnt get a turn before the grapple deepens into a submission, well then she's out of luck. This means the size and composition of the enemy party affect the odds of pov being defeated, and what moves you choose and what order you choose to attack in matter.
For example if pov is up against 4 or fewer enemies, she cannot be unwillingly submitted, unless she runs out of juice or becomes discomposed, because shes guaranteed to have a turn before the grapple sinks in.
If she is up against 5 enemies, then the combattant immediately after her in initiative order can potentially submit her, because if he lands a grapple, it will fully sink before her next turn, but if pov prioritizes taking that thug out first and is successful, that risk is mitigated
If she is up against 10 thugs, the 6 immediately after her in initiative order can potentially submit her, which makes it more likely than not she will be submitted.
The code is in place to make her actions upgradable, so she can eventually queue up to 6 attacks , and working on potentially items to give her an extra turn in initiative order.
Her power level and composure factor into how likely it is for thugs to successfully attack, and some combinations of attack are complimentary, for example if pov chooses attack and thug chooses defend, thug auto-wins rock paper scissors style. In the case of a tie dice rolls are used. Boss level enemies will likely not be one-hit killable, but we likely arent going to do hit-point meters for mobs of any kind
Its a different sort of combat system, but i think its pretty neat and when i get a chance Ill explain it more thoroughly