DirtyharryUK
03-19-2009, 12:59 PM
This is just a brain storm, Some of these ideas may be good and some not so..
Feel free to post some of your own ideas, and productive comments.
Here are a few of my brain storm ideas. :idea:
Blocking / Parrying
You should be able to block manually with your weapon as an alternative swing. Not just with a shield pressing V (A shield should offer greater protections from magic’s etc but melee Vs melee swords should be able to block a sword swing)
Adding counter attack moves. When you successfully parry an attack you should be able to strike back doing more damage and at an increased speed. (A skill bought from a trainer)
The larger the shield is the more protection from arrows it should have.
Effects from being hit
When you get hit your character should feel the blow more. At the moment if you get hit you can continue running around like a loon strafing and jumping, sprinting etc.
There should be more connection between the sword and the target. Maybe have a slight decrease in player speed as well as a slight character knock back.
If you are bleeding you should continue to bleed until you heal yourself (not sure in practice)
Negative and positive effects on stats from Armour / Weapons
The heavier the armour you wear the slower you should move. – This could also be mitigated by your str / dex stats.
The heavier the armour you wear the less damage you do. (A guy in full plate should not be able to generate the force of swing a guy in leather can) – This could also be mitigated by your str / dex stats.
You should not be able to swim wearing any heavy metal armour.
Wielding a smaller weapon should give you an increase in speed (daggers / Single handed without shield) mitigated by your str / dex stats.
Wielding a larger weapon should give you a decrease in speed (pole arm / 2h) mitigated by your str / dex stats.
Sprinting when in heavy armour should use more stamina than when in lighter armour.
Mounted
When mounted if you are not in combat and your client crashes your mount should be auto un-summoned. Combat could be measured as a timer from when you last swung you weapon or hit a target. Timer could be 5mins - (This is difficult because it needs to be balanced for players who crash as apposed to players who purposely disconnect to avoid being looted.)
4-legged running would be nice.
Weapon Skills – Spells
Dizzy Skill could disorientate the target by making his vision get shaky etc.
Blinding skill could course the targets vision to get foggy.
Rooting (crowd control) spells – Break on damage crowd control spells such as Webbing etc.. (Sensible timers, nothing too big but nothing too small so to make it useless)
Snares / crippling blows that slow the target for a short time. (Not stackable with a short immunity strait after the affect wares off)
More weapon specific special skills. (I know this is going make the game harder to balance but at the moment there is not enough difference in the weapons so everyone is going for the ones with the most range)
Unarmed combat would be cool.
Hit Boxes and Directional hitting
Front or back aiming, and horizontal or vertical swinging is not enough to vary combat skill.
You could have Left swing, Right swing, Overhead swing, controlled using mouse direction after button press… or maybe like AoC (though I was not a great fan of that system) - Maybe expanded to lower left – right – and uppercut
The weapon blocking skill could work in the same way blocking to the left right and centre.
This may give combat a more realistic and interactive feel.
More hit boxes to target would be nice.. Going for the legs could affect the targets speed. Going for the arms affects his damage output and going for the head or back for greater damage.
Feel free to post some of your own ideas, and productive comments.
Here are a few of my brain storm ideas. :idea:
Blocking / Parrying
You should be able to block manually with your weapon as an alternative swing. Not just with a shield pressing V (A shield should offer greater protections from magic’s etc but melee Vs melee swords should be able to block a sword swing)
Adding counter attack moves. When you successfully parry an attack you should be able to strike back doing more damage and at an increased speed. (A skill bought from a trainer)
The larger the shield is the more protection from arrows it should have.
Effects from being hit
When you get hit your character should feel the blow more. At the moment if you get hit you can continue running around like a loon strafing and jumping, sprinting etc.
There should be more connection between the sword and the target. Maybe have a slight decrease in player speed as well as a slight character knock back.
If you are bleeding you should continue to bleed until you heal yourself (not sure in practice)
Negative and positive effects on stats from Armour / Weapons
The heavier the armour you wear the slower you should move. – This could also be mitigated by your str / dex stats.
The heavier the armour you wear the less damage you do. (A guy in full plate should not be able to generate the force of swing a guy in leather can) – This could also be mitigated by your str / dex stats.
You should not be able to swim wearing any heavy metal armour.
Wielding a smaller weapon should give you an increase in speed (daggers / Single handed without shield) mitigated by your str / dex stats.
Wielding a larger weapon should give you a decrease in speed (pole arm / 2h) mitigated by your str / dex stats.
Sprinting when in heavy armour should use more stamina than when in lighter armour.
Mounted
When mounted if you are not in combat and your client crashes your mount should be auto un-summoned. Combat could be measured as a timer from when you last swung you weapon or hit a target. Timer could be 5mins - (This is difficult because it needs to be balanced for players who crash as apposed to players who purposely disconnect to avoid being looted.)
4-legged running would be nice.
Weapon Skills – Spells
Dizzy Skill could disorientate the target by making his vision get shaky etc.
Blinding skill could course the targets vision to get foggy.
Rooting (crowd control) spells – Break on damage crowd control spells such as Webbing etc.. (Sensible timers, nothing too big but nothing too small so to make it useless)
Snares / crippling blows that slow the target for a short time. (Not stackable with a short immunity strait after the affect wares off)
More weapon specific special skills. (I know this is going make the game harder to balance but at the moment there is not enough difference in the weapons so everyone is going for the ones with the most range)
Unarmed combat would be cool.
Hit Boxes and Directional hitting
Front or back aiming, and horizontal or vertical swinging is not enough to vary combat skill.
You could have Left swing, Right swing, Overhead swing, controlled using mouse direction after button press… or maybe like AoC (though I was not a great fan of that system) - Maybe expanded to lower left – right – and uppercut
The weapon blocking skill could work in the same way blocking to the left right and centre.
This may give combat a more realistic and interactive feel.
More hit boxes to target would be nice.. Going for the legs could affect the targets speed. Going for the arms affects his damage output and going for the head or back for greater damage.