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The Fighting System

yea i was kinda teasing about the hardcore thing lol, but god do i wish they would make bushido blade on the ps3 <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />.

would be nice if the combat was more dynamic like you see in the pirates movies dancing around jumping onto masts riding ropes all over the place lol i think potc put the over the top into those sword fight productions.

you can dodge and such in coas but its is kinda odd looking and you are still mostly rooted in place, fencing of the day was more advance and retreat forward thrust. not actually fenced but i have seen it done pretty much like the olympics not much side to side movement but all footwork forward and back.

never seen a cutlass in action but it would be a more slashing than a piercing weapon like rapiers and such, probably different foot work involved maybe but dunno not up on that type of sword.

guns you would have had one shot, not much time to reload your gun in the middle of a fight and we are talking mostly single shot pistols, not sure how common dual shot ones were back then. would imagine that pistols were held for a last resort, if you were severely over classed in skill or numbers that would be the time to fire off your shot and maybe save your life.
 
Ah; indeed. One-shot per fight. Why did I forget about that? We've got that in PotC. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
One shot per fight is an option you set when you start a new game in CoAS.

Cap'n Drow
 
i like all the ideas but a lot can be handeled with "mount and blade" style, but of course with much physic improvement

the fighting style of this game is really simple and allow you to make your own movement/combos as you want

only the weapons limit you (with their respective range and way to fight)

thats the best melee/ranged fight ever done (playable in 1st and 3rd person)

other games have awesome melee fight, but the "M&B" like is the most "easy" and immersive one, you can pick any object to fight, throw them, etc...
 
Nice ideas so far in this thread. If you want to implement these ideas with diverse fighting styles and actions dependent on one's weapon(s) of choice, then my recommendation for melee fighting would be: Ditch the RPG elements completely. Why? Because the more RPG-ish fighting in a game is, the less it has to do with skills and more with stats. For me the point of creating such a diverse fighting system - as you guys suggest it - would be that it is about skill and awareness to master it. Learning by doing as a player rather than as the player's avatar.


My main beef with RPG/Perk driven combat is this: In a sandbox environment it never feels right. Because ultimately perks and stats have a far bigger influence on who will win than just playing it well does. Mind you, RPG stats add to passive gameplay. They are gameplay mechanics that run entirely in the back. But fighting with a character in an open environment is all about action. That is why the two just don't mix in my opinion. It never feels right.

Imagine the damage you do in Halo with a grenade would be dependent on some obscure skill. Utterly ludicrous. And this exactly is the main problem with Melee in POTC: What happens on screen is significantly dependent from what happens "behind" the screen (stats and perks). It's counter-intuitive and it waters down the appeal of fighting quite a bit. In POTCs case it even breaks the inner logic of the game world, because the *#!%ing bush bandits become deadlier as the game proceeds and have top not so "rare" anymore weapons on them (but somehow they are still losers in a bush). Oh well ....
 
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