I have been recently running some big combats with the rules and have decided to run the game using a battle map, divided up into areas ala the old Marvel FASERIP game and using figures. This is because mainly my players get confused in a big combat where characters are.
I know Sentinels is not that kind of game, I know that already lol, but stay with me on this.
I am going to introduce some very easy knockback rules just to give combat a bit more physicality, this is my thoughts.
for every multiple of 5 damage done by an attack a character goes back 1 area potentially. So an attack doing 10 points of damage will move them 2 areas, 15 damage 3 areas etc.
If the character hit by the damage has a defensive power such as vitality or density or strength, for each power they have increases the damage multiple before they get knocked back to 6 or if they have multiples of this such as vitality and strength for example it will go to 7 and so on, before they are knocked back.
If they have defensive abilities that reduce damage this will sometimes mean that if the damage reduced reduces under 5/10/15 etc it will reduce the areas knocked back, sometimes to zero.
Some powers would make it impossible to be knocked back such as phasing.
The attacker may have powers that reduce the damage multiple for each one they have such as strength, air, water, explosions etc this would mean the multiple might be 4 instead of 5 for knockback damage.
some attacks would increase the multiple, such as martial arts attacks, magic, fire, etc.
Some attacks would never cause knockback such as psychic attacks.
if a character is flying they would reduce the damage multiple by 2 if they are hit by an attack, so for example a character would by knocked back 1 area for each 3 points of damage not 5.
Finally if a character knocked back hits a hard surface, wood, stone, brick, metal etc they take damage depending how many areas they moved back
1 area d4/d4/d4
2 areas d6/d6/d6
3 areas d8/d8/d8
4 areas d10/d10/d10
5 areas max damage d12/d12/d12
These rules might seem complex but they are really pretty simple, i will playtest them for a while and let you know how it goes, I am hoping they will give combats a greater comic book feel and also that positioning will change more after each attack that causes knockback.