NathanKell
...
We discussed some ideas on fighting in the Health Realism thread. So for things that affect health but happen _not during fights_ (wounds worsening, seeing doctors, resting, etc.), let's use that thread.
This is on the mechanics of fighting itself.
(And by this I mean land combat, not sea combat).
Some overhaul ideas (not necessarily mine!):
This is on the mechanics of fighting itself.
(And by this I mean land combat, not sea combat).
Some overhaul ideas (not necessarily mine!):
- Different attacks do different damage, and some attacks are better with some swords than others.
- Implement different "stances": attacks in one stance are best dealt with by someone defending from the same stance.
- A `sub-idea`, different _speed_ stances (i.e. rather than high, medium, low it'd be fast, medium, slow), with slow attacks best met by slow blocks (a quick block would have the power behind it needed to deflect a `slow-but`-powerful attack). In this case it would probably be thrusting attacks in fast, and the more `wind-up`-`and-swing` attacks in slow.
- Using the fact that what the game looks at is the ANI file, not (directly) the AN file, and that the ANI file is small and plaintext, thus easily moddable, we could create a large number of ANI files with differing speeds or block levels*, and then compute the speed for a character to use as based on the character's fencing skill/perks and the sword type, and also swap ANIs based on stance (if talking about `speed-based` stances).
*I.e. use an attack animation as a `thrust-aside`-style block, but make sure the events in it are _block_ events, not attack events.
- Make both blocking and dodging* effective defensive strategies at all levels (stamina will help here), i.e. when you're agile and carrying a foil, and they're using a `sledgehammer-like` sword, it's best to just not have it touch you _or_ your sword, period.
*Assuming we can get NPCs to dodge. And it's easier than it sounds: I mean, if other methods fail, we could just do a frnd() check when trying to assign damage and, if it succeeds, make them dodge rather than take damage. Annoying and unfair, but better'n them not being able to dodge.
- Using stamina rather than straight health, as the reduceable quantity in fights. {It seems silly, to me, for characters to be slicing or stabbing each other dozens of times and they're not dead or dying from it...} With a single real wound ending a fight (and quite possibly a life). This would also tie in with disarming, making the disarming of an enemy the more usual end of his/her fight, rather than death.
- Implementing differing disarm modes. A, normal; B, disabling disarm (you give them their sword back after a disarm, either visually, or figuratively by disabling disarm) which gives an XP boost for the extra fighting (and a rep increase for being an "honorable foe") but the fight will last longer; C, _only_ disarm, which means doing no damage (or minimal damage), so as to _only_ disarm opponents, no killing* (big rep boost, while also making you look, to some, like a sissy; also very dangerous to yourself as your opponent is not similarly limited).
{Admittedly, since the fight lasts longer in cases B and C, you get more XP anyway.}
*And you can guess who's going to spend all his time with this on <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="" border="0" alt="icon_wink.gif" /> --and especially after venting on making war a game, too!...but still and all, it'll be very useful for a "fencing school" option, or a `non-deadly` duels mod, or for capturing someone you need alive, or whatever.
- A surrender key! Which not everyone is obligated to accept, of course.