Hi!
The combat realism in Brytenwalda attracted my attention from my first fight.
It seems to me very unrealistic and hollywood-like.
It's a pity because Brytenwala has so many good sides, which make it to an very good mod.
So Idibil allowed me to make an second optional damage-speed-whatsoever system for Brytenwalda.
It will be something like the alternertive weapon_kinds.txt but will go deeper.
The aim of this optional modification to Brytenwalda is to improve realism in mod nothing else!
If you're new to this tread please read the "old thoughts" before. It isn't current, but you get the point there:
New notes for changes:
Speed:
-Weaponspeed will be a bit slower than Warband Native speed
Damage:
-Weapondamage will be close to Warband Native
-Throwing Weapondamage will be way higher.
1/2Handed:
-No more 2-handed axes. (Resizing the existing ones and making them onehanded)
-The 2-handed option for swords will be removed for all swords except longswords
Shields:
-Normal Shields will be cheap, during ironrim shields will be still expencive. (like shields are in Brytenwalda now)
-Much lower health for shields
-Higher armor
-Shieldspeed will be lowered in particular for heavy types for exemple with iron rim
Horses:
-Keeping the horsespeed in general but making it maybe a bit higher
-Lower horsecharge for smaller horses (to simulate shie)
-Higher horsecharge for bigger horses (to simulate a realistic charge)
-Less health for horses (To avoid that horses charge through shieldwalls)
-Troops in game will only use mid type horses (lower horses not adaptable for fight and higher horses too expencive)
Armor:
-General rebalance
-Mainly less strengh required (Still about 8-10 or so for chainmail)
-More armor for Helmets
Shieldbash:
-New option to shieldbash while fighting. This will not bring the enemy down, but stun them.
Polearm welding:
-You get the option to held your polearm closer (with less range) so you can survive an infight with shield and spear.
Removing/fixing/changing the weapon breakage:
-Weapon brakeage in Brytenwalda turned out to be way, way to high.
Now we've got some possiblities:
-Just removing it
-Fixing it, so it doesnt happen that often
-A new system (I was thinking of the system that Rus XIII century uses)
Bows:
-less arrows (about 20-25 or so would be right)
-more damage close to Warband Native but a bit less
-sharing out damage to bow AND arrow. (the arrow is an important part of bowdamage too)
-decrease reload speed slightly
-increase accuracy slightly
Throwing Weapons:
-way more damage
-way less speed
-less accuracy
Thats it so far.
As you want you can discuss about it a bit.
I'll try to do these changes in an optional "add-on" to Brytenwalda with Idibil's admission.
The combat realism in Brytenwalda attracted my attention from my first fight.
It seems to me very unrealistic and hollywood-like.
It's a pity because Brytenwala has so many good sides, which make it to an very good mod.
So Idibil allowed me to make an second optional damage-speed-whatsoever system for Brytenwalda.
It will be something like the alternertive weapon_kinds.txt but will go deeper.
The aim of this optional modification to Brytenwalda is to improve realism in mod nothing else!
If you're new to this tread please read the "old thoughts" before. It isn't current, but you get the point there:
Things I thought to change:
(Arguements of others I added in red)
1. Speed:
Weaponspeed in Brytenwalda really looks like such old hollywood films out of the 60ies.
It seems like the swords and axes would weight tons.
Actually speed is a very important factor in combat and because of that every time in history weapons were made
to load fast and to move fast.
Here're some vids so you know what I mean:
http://www.youtube.com/watch?v=KsbRRVdBuZE&feature=related
http://www.youtube.com/watch?v=0HY28pIHEhk&feature=related
-All in all maybe a bit less than native speed. (native is quite fast)
2.Damage
Ever survived and axe slice through your head?
Well, I hope you never had and wont have this situation in future, but you have to understand my arguement, that this will probably be deadly. Same with ranged weapons.....
I think you get the point.
-Ranged weapons: just a bit more damage, but less arrows (Bow and Arrow were less effective in the early medieval period)
-Spears should deliver more damage in relation to other weapons. (Now just too weak in relation)
Related to above: Speed/Damage:
Actually the problem seems to lie in the experience system: Low level characters are jus too weak. (They fight like children I'd say ) With later levels combat realism gets better. Because of this just changing the speed and damage would be dangerous. In later levels it could be too fast and too deadly.
What we need is a new leveling system. (low levels are a bit better then before)
3.One-handed or two-handed?
Actually in the early medieval period, in which Brytenwalda takes place, most warriors couldn't afford armor.
So what to do? They used shields to save themselves from arrows, spears and axes and even sometimes a sword.
What if you carry a two handed weapon? You will not be able to carry a shield that's for shure and that means that it is impossible to cover yourself from ranged weapons. In later medieval times platearmors would've done this job, but in 600AD they're not invented yet. That means that one handed weapons must've been widely in use.
Indeed they did.
You won't find a single two handed sword in this period. Two handed axes where infrequent too.
A second thing related to that:
In game we're able to us swords with one and with two hands, but actually there is no place to hold them in two hands!
And thats because, as we know, they were never designed to be held in two hands.
-If there're swords in game that can be possibly welded with two hands, you'll still get the option to.
4.Shields
Here we have got two things too discuss:
1. Shields were the armor of the avarage warrior we allready know. They were so widely used because every warrior could do his "at home" and needn't to buy it from an professional weapon smith.
But why are shields so expensive in game?
-But shields with iron rim are still expensive
2.Out of my own experience I can say, that if you want an big and sturdy shield it will be quite heavy. AgloSaxon Shields where made out of a thin linden wood layer wich was relative light but didn't bear up much damage.
Here is a very good video for those who are interested in shields:
http://www.youtube.com/watch?v=qbK7m3w9FXI
So what we need ar two sorts of shields: One that is quite light and fast (as it is in game) but doesn't bear much damage
And another that bears much damage, but is quite heavy and slow.
-Small shields are more durable than large ones(I'd say large shields get a bit more health then)
5.Horses
I'm not a horse expert, but I get the illusion, that the horses in game ar a bit slow. Not much but a bit.
Maybe here are some horse experts in forum who can tell more about it.
But remember: The horses in the medieval and more extremely the early medieval period wher smaller (as shown in the game) as the horses today! So we can imagine, that they must have been a bit weaker too!
And another thing:
Horsecharge.
Horsecharge damage is way to little in Mount&Blade.
Now please everyone who was once stamped down by an horse raises his hand.
If you survived and horse just running over you, you had good luck you didn't took instant injouries.
But in game raising the horsecharge damage to an realistic amount is a bit difficult I can say out of my experience from my own mod. If you make it too high cavalry will just ride down their enemies.
-Adding a bit but not too much would be right.
-Reducing the horse health just a bit (bcause it is right now allready heavilly reduced)
I'll use much less chargedamage on smaller horses like ponies (to simulate shie) and use more chargedamage on big horses like the Ario (to simulate an aggressive charge)
Others:
-Weaponbrakeage, needs actually to get fixed. (Far, far too high now, maybe removing it completely)
-Helmets really need to give more armor.
New Ideas:
-Shieldbash
-Polarm welding system:
I'VE GOT AN IDEA!
I ragged my brain now since the online beta stages of Warband. There I first tried to fight with spear and shield unmounted.
And it was horrible. When the enemy was too close I had no Idea how to create any damage with my spear.
This is an old Mount&Blade problem. So what to do?
I first thougt of an second sting animation, an sting from above the shield, but I have no idea how to animate and this would be defenitly unrealistic. (Only ancient greec used this sting and actually the spear is quite difficult to handle in this position.)
But I got the Idea when lookin today at my inventory and seeing my throwingaxes. If you press x you can use them as a one handed weapon right?
What if you have the same thing with spear? The enemy gets close and you just press x and your caracter will held the spear closer so it has a smaller range!
What do you think about it?
(Arguements of others I added in red)
1. Speed:
Weaponspeed in Brytenwalda really looks like such old hollywood films out of the 60ies.
It seems like the swords and axes would weight tons.
Actually speed is a very important factor in combat and because of that every time in history weapons were made
to load fast and to move fast.
Here're some vids so you know what I mean:
http://www.youtube.com/watch?v=KsbRRVdBuZE&feature=related
http://www.youtube.com/watch?v=0HY28pIHEhk&feature=related
-All in all maybe a bit less than native speed. (native is quite fast)
2.Damage
Ever survived and axe slice through your head?
Well, I hope you never had and wont have this situation in future, but you have to understand my arguement, that this will probably be deadly. Same with ranged weapons.....
I think you get the point.
-Ranged weapons: just a bit more damage, but less arrows (Bow and Arrow were less effective in the early medieval period)
-Spears should deliver more damage in relation to other weapons. (Now just too weak in relation)
Related to above: Speed/Damage:
Actually the problem seems to lie in the experience system: Low level characters are jus too weak. (They fight like children I'd say ) With later levels combat realism gets better. Because of this just changing the speed and damage would be dangerous. In later levels it could be too fast and too deadly.
What we need is a new leveling system. (low levels are a bit better then before)
3.One-handed or two-handed?
Actually in the early medieval period, in which Brytenwalda takes place, most warriors couldn't afford armor.
So what to do? They used shields to save themselves from arrows, spears and axes and even sometimes a sword.
What if you carry a two handed weapon? You will not be able to carry a shield that's for shure and that means that it is impossible to cover yourself from ranged weapons. In later medieval times platearmors would've done this job, but in 600AD they're not invented yet. That means that one handed weapons must've been widely in use.
Indeed they did.
You won't find a single two handed sword in this period. Two handed axes where infrequent too.
A second thing related to that:
In game we're able to us swords with one and with two hands, but actually there is no place to hold them in two hands!
And thats because, as we know, they were never designed to be held in two hands.
-If there're swords in game that can be possibly welded with two hands, you'll still get the option to.
4.Shields
Here we have got two things too discuss:
1. Shields were the armor of the avarage warrior we allready know. They were so widely used because every warrior could do his "at home" and needn't to buy it from an professional weapon smith.
But why are shields so expensive in game?
-But shields with iron rim are still expensive
2.Out of my own experience I can say, that if you want an big and sturdy shield it will be quite heavy. AgloSaxon Shields where made out of a thin linden wood layer wich was relative light but didn't bear up much damage.
Here is a very good video for those who are interested in shields:
http://www.youtube.com/watch?v=qbK7m3w9FXI
So what we need ar two sorts of shields: One that is quite light and fast (as it is in game) but doesn't bear much damage
And another that bears much damage, but is quite heavy and slow.
-Small shields are more durable than large ones(I'd say large shields get a bit more health then)
5.Horses
Maybe here are some horse experts in forum who can tell more about it.
But remember: The horses in the medieval and more extremely the early medieval period wher smaller (as shown in the game) as the horses today! So we can imagine, that they must have been a bit weaker too!
And another thing:
Horsecharge.
Horsecharge damage is way to little in Mount&Blade.
Now please everyone who was once stamped down by an horse raises his hand.
If you survived and horse just running over you, you had good luck you didn't took instant injouries.
But in game raising the horsecharge damage to an realistic amount is a bit difficult I can say out of my experience from my own mod. If you make it too high cavalry will just ride down their enemies.
-Adding a bit but not too much would be right.
-Reducing the horse health just a bit (bcause it is right now allready heavilly reduced)
I'll use much less chargedamage on smaller horses like ponies (to simulate shie) and use more chargedamage on big horses like the Ario (to simulate an aggressive charge)
Others:
-Weaponbrakeage, needs actually to get fixed. (Far, far too high now, maybe removing it completely)
-Helmets really need to give more armor.
New Ideas:
-Shieldbash
-Polarm welding system:
I'VE GOT AN IDEA!
I ragged my brain now since the online beta stages of Warband. There I first tried to fight with spear and shield unmounted.
And it was horrible. When the enemy was too close I had no Idea how to create any damage with my spear.
This is an old Mount&Blade problem. So what to do?
I first thougt of an second sting animation, an sting from above the shield, but I have no idea how to animate and this would be defenitly unrealistic. (Only ancient greec used this sting and actually the spear is quite difficult to handle in this position.)
But I got the Idea when lookin today at my inventory and seeing my throwingaxes. If you press x you can use them as a one handed weapon right?
What if you have the same thing with spear? The enemy gets close and you just press x and your caracter will held the spear closer so it has a smaller range!
What do you think about it?
Just choose the things you want to have changed in gameplay in the way I mentioned. The arguements I noted below them will influence the changes to game too:
Speed: 41votes
Damage: 38votes
1/2handed: 30votes
Shields: 43votes
Horses: 35votes
None: 13votes
Speed: 41votes
Damage: 38votes
1/2handed: 30votes
Shields: 43votes
Horses: 35votes
None: 13votes
New notes for changes:
Speed:
-Weaponspeed will be a bit slower than Warband Native speed
Damage:
-Weapondamage will be close to Warband Native
-Throwing Weapondamage will be way higher.
1/2Handed:
-No more 2-handed axes. (Resizing the existing ones and making them onehanded)
-The 2-handed option for swords will be removed for all swords except longswords
Shields:
-Normal Shields will be cheap, during ironrim shields will be still expencive. (like shields are in Brytenwalda now)
-Much lower health for shields
-Higher armor
-Shieldspeed will be lowered in particular for heavy types for exemple with iron rim
Horses:
-Keeping the horsespeed in general but making it maybe a bit higher
-Lower horsecharge for smaller horses (to simulate shie)
-Higher horsecharge for bigger horses (to simulate a realistic charge)
-Less health for horses (To avoid that horses charge through shieldwalls)
-Troops in game will only use mid type horses (lower horses not adaptable for fight and higher horses too expencive)
Armor:
-General rebalance
-Mainly less strengh required (Still about 8-10 or so for chainmail)
-More armor for Helmets
Shieldbash:
-New option to shieldbash while fighting. This will not bring the enemy down, but stun them.
Polearm welding:
-You get the option to held your polearm closer (with less range) so you can survive an infight with shield and spear.
Removing/fixing/changing the weapon breakage:
-Weapon brakeage in Brytenwalda turned out to be way, way to high.
Now we've got some possiblities:
-Just removing it
-Fixing it, so it doesnt happen that often
-A new system (I was thinking of the system that Rus XIII century uses)
Bows:
-less arrows (about 20-25 or so would be right)
-more damage close to Warband Native but a bit less
-sharing out damage to bow AND arrow. (the arrow is an important part of bowdamage too)
-decrease reload speed slightly
-increase accuracy slightly
Throwing Weapons:
-way more damage
-way less speed
-less accuracy
Thats it so far.
As you want you can discuss about it a bit.
I'll try to do these changes in an optional "add-on" to Brytenwalda with Idibil's admission.