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#1 (permalink) |
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Newbie
Join Date: Apr 2008
Posts: 6
Rep Power: 0
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what kind of melee and ranged combat system would you like to have in the game?( personally i would like to see a mix of darkmessiahs and oblivions.)
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#3 (permalink) |
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Member
Join Date: Apr 2008
Location: Omnipresent
Posts: 1,506
Rep Power: 4
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I think that if we had something like Oblivion but with a small cursor that can be moved around the screen and when that reaches the edge of the screen is when your character starts turning. Ya know something like that for melee. For ranged I would like to see something similar to Fable where the longer you draw the string back on the bow it starts to get slightly shaky but with no lock on. I think that if your character has the bow drawn at max tension it should be a little hard to control which could be reduced as you have more skill in archery.
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#6 (permalink) |
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Junior Member
Join Date: May 2008
Posts: 162
Rep Power: 1
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I personally enjoy the common "corsair = center screen" fps game style, much like oblivion, with a mouse cursor mode on toggle for inventory and other menus. Personally I'm most comfortable with this system since it's VERY VERY common in majority of the fps games.
Other then the display and general controls, for combat I wouldn't mind the thief or oblivion styled ranged combat, where arrows can be arched for increased distance, and archery skill allows special attacks such as knockback etc. One thing I really would like to see is the option to attach a water bottled/enchanted arrow to knock out torches that are hanging on the wall to increase the veil of darkness like in Thief. When it comes to melee combat, it would be interesting for weapon range to make a difference for attacks, and a combo rhythm. (I.E. the cool down of different skills and weapon attacks can be used to increase attack rate when in melee, then the usual constant hack and slash system in Oblivion and Thief. With occasional power attacks that can be generated by holding down the attack button.) While Magic goes, the usual ranged nukes would do the trick, but with a nice twist of healing spells and possibility of temporary enchants your weapon to deal additional magical damage to your opponent would make for a interesting combo. Such as, flame arrow that deals fire damage, and water arrow that can knock out small sources of fire, etc. Then there is flame brand to deal additional fire damage to enemies in melee range, with other elements as variation or other possible interesting effects (like a enchant that leeches health) etc. The duration of each enchantment of course is different, but just a interesting revamp of the current magic system that is designed only for nuking and healing and nothing else. As for a general combat system integration, I would love to have a hitbox system where armor actually mattered, giving full contact armored fighters a slight edge over non-armored fighters in terms of taking hits, and armor effecting mobility. |
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#7 (permalink) |
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Junior Member
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i would like to see a system that actually utilizes the shield more, u have a shield... if ur wearing on your back SHOULDNT IT BLOCK AN ARROW FIRED AT YOUR BACK???! i mean common, No one and i mean No one that i know of have ever done that, u should also be able to swing ur shield around to block from differnt areas, this would also make for a good combat system taking advantage of the "open" areas. As for Ranged combat as in bow and arrows i really havent found a system i like yet, it has to be a medium difficulty but hard to master *a contradiction i know*and sum bows should shoot farther than others well thats my 2 cents anyways
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#8 (permalink) | |
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Member
Join Date: Apr 2008
Location: Spokane, Washington, USA
Posts: 353
Rep Power: 1
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Quote:
Actually, a common way for Ground fighters with two handed weapons to block arrows in M&B is to get a tower/big shield and put it on your back. When you're facing archers, just turn around. |
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#9 (permalink) |
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Member
Join Date: Apr 2008
Location: Omnipresent
Posts: 1,506
Rep Power: 4
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That is great. In fact that is what my friend Tomas does sometimes in airsoft skirmishes he will bring his foam and whatever its made out of tower shield and just kinda use it to build a door to a clearing in some bushes. It's great when he is at the front with that and then me and my step brother will get garbage and recycle bins and pop up the lids and do a charge.
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#10 (permalink) |
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Member
Join Date: Apr 2008
Location: Sophia-Antipolis Guild: Aegis Imperium
Age: 27
Posts: 802
Rep Power: 2
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A refined version of Mount & Blade combat, where player skill is not only "moving/blocking at the right time" and "aiming precisely", but also : using your character's skills efficiently.
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#12 (permalink) |
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Junior Member
Join Date: Jul 2008
Location: Chicago, IL
Posts: 20
Rep Power: 0
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I get the impression that combat will be a lot different from current standard. Which is why I'm excited . . .
I haven't played mount and blade, but effective shield use would be vastly improved. I'm so sick of games where you can repeatedly hit someone's foot and kill them, or where a shield doesn't actually protect the character, just changes some numbers in the formula of damage--an item slot that is as meaningful as an earring. Not many games appear to have different hardness for different spots on the character, or to scale damage in a meaningful way based on the location of the hit. But this introduces new problems. Should they create an autoblock toggle that uses an equipped shield in a mediocre manner or when off allows the player to more effectively use their shield manually? A more hardcore approach would be no toggle, forcing new players to learn to use their shields manually from the get-go. However, to make the game less intimidating, an autoblock may be necessary to keep the option open for persons who find it too complicated. |
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#13 (permalink) | |
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Junior Member
Join Date: Apr 2008
Posts: 174
Rep Power: 1
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Quote:
DM had really well done combat/magic system (shame the list of spells was small) I didn't like Oblivion combat it was somewhat to artificial to me to enjoy. |
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#14 (permalink) |
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Senior Member
Join Date: Apr 2008
Posts: 2,891
Rep Power: 8
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i want this.
in fact as part of my hobbyist design doc for a game i'll never make, i should put it as part of my signature
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stop looking at my post count!it's not a habit, it's cool, i feel alive.... welcome to the TBC!
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#16 (permalink) |
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Newbie
Join Date: Jul 2008
Posts: 6
Rep Power: 0
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As far as ranged combat I'd like to see different weight bows. With no locking your lighter weight bows will be easier to control/stabilize for a shot, but as the draw weight increases, the level of control drops. This would also factor into shot range and power at increased shot ranges.
Along the same lines, if you can control how long you hold your shot... the longer it's held, the more control you lose. A 35# bow is easy to pull, but hold it for awhile... Shield use should be actually useful. Strike/shot placement should matter. I shouldn't be able to kill targeting say a knee, but it should affect your movement. A glancing blow to the face/throat of a mage should affect spell failure chance more that a shot to the foot. Although any type of pain should affect concentration. I should have a harder time drawing a 50# bow with a wounded arm... or raising a shield... etc. |
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