Otreum
Regular
Personally I believe if there is a sprint function that takes away energy, then all attacks should take away energy aswell.
Combat right now, consists of a bunch of people in full armour, swinging their bamboo spears and 2h swords/axes like it's a Dragonball Z fight.
And that's only IF you can get past all the throwing axes, javelins, darts, arrows and bolts being hurled your way by nearly their whole team.
The heavier a weapon is, I think the more energy is used to attack or even feign. It would change the combat mechanics of the entire game and once and for all eliminate the non skills spam garbage that occurs. It'll also get rid of those macro using morons.
I also think that stamina should effect archery aswell. Archery and using xBows is very easy, you stand back, aim, wait for the reticule to become narrow, then shoot. It's a very easy and accurate process.
I believe that every time an archer strings his bow, his stamina should very slowly go down, enough so that archers cannot shoot arrows like a machine gun. Players may be able to get 10 arrows out in succession before they need to take a bit of a break to recover their stamina. Xbows should be the same, as I cannot imagine holding an Xbow up for a large amount of time would be easy to do.
As the stamina for a ranged user goes down, so does their accuracy, so they may be able to string 10 arrows in succession, but each will be less accurate.
The stamina should also affect shield users. Holding a shield up should slowly reduce stamina (but VEEERRY slowly), and with each blow taken to the shield, a chunk of that stamina is removed. Eventually if the shield doesn't break, the player would get staggered and left open to attack.
If you land a hit, you should regain your stamina that was lost doing the swing... otherwise players just won't want to attack.
If you parry an attack, you should not lose stamina. This would encourage players to try and parry attacks more often during combat instead of simply relying on a shield to turtle behind.
This may all sound annoying, but there would be mechanics in place to encourage proper fighting. It wouldn't just be a matter of who runs out of stamina first, but who manages their stamina properly and who is the better fighter.
One last note. If a player manages to kick another player (because it's hard now to do so), the player who got kicked should lose alot of stamina as it would wind them if they got kicked in the gut or groin. The kick function would only require a small amount of stamina (although kicking in reality is something that requires a good level of stamina).
This would encourage players to use more tactics in their melee combat to try and win.
Ultimately instead of the winner in combat being decided by who can exploit the combat animation system the most, the winner would be decided by who uses actual tact and skill.
While not being as annoyed by ranged weapons as ranged fighters will also need to work their way around their stamina.
There are many more variables to consider, but I think stamina would completely change the way mount and blade would be played in a GOOD way.
As for being able to sprint, I think it's a great idea, however sprinting would get very annoying in small groups of combat as you would see players randomly doing small quick bursts of movement all over the place.
However if done correctly it would be ok.
If the player sprints at an enemy from about 5-20m away and runs into that enemy, then that enemy and the player should fall over.
If the player sprints at an enemy that is only 2-5 metres away, it should be counted as some sort of a "RAM" or "Barge" attack, therefore the enemy would get staggered or if stamina is low enough, the enemy would fall over.
If the player tries to sprint at an enemy that is less than 2m away, then the player should fall over, stagger past, or bounce back from the enemy.
If the player sprints and jumps at the enemy, then it should be a guarunteed knock down, even in the 5-20m range, however the player would need to time the jump correctly otherwise it'll be a sprint for nothing that would leave the player open.
One more thing though would be that anyone who sprints would have a SUPER slow turning speed, so that they couldn't just sprint and suddenly do a 180 degree turn without losing momentum.
If the system were to be made more complex. There would be other determining factors such as:
"Is the enemy facing the player while the player sprints at him?"
"Is the enemy moving away from the player or at the player when the player sprints?"
"Is the enemy standing still?"
"Is the enemy jumping?"
"Is the enemy trying to kick the player as the player gets within range?"
"Is the enemy on a horse?" (A jumping sprinting player might be able to knock an enemy off his horse by sprinting and jumping at him)
Anyway...i'll leave it at that, I think i've dreamed enough
Combat right now, consists of a bunch of people in full armour, swinging their bamboo spears and 2h swords/axes like it's a Dragonball Z fight.
And that's only IF you can get past all the throwing axes, javelins, darts, arrows and bolts being hurled your way by nearly their whole team.
The heavier a weapon is, I think the more energy is used to attack or even feign. It would change the combat mechanics of the entire game and once and for all eliminate the non skills spam garbage that occurs. It'll also get rid of those macro using morons.
I also think that stamina should effect archery aswell. Archery and using xBows is very easy, you stand back, aim, wait for the reticule to become narrow, then shoot. It's a very easy and accurate process.
I believe that every time an archer strings his bow, his stamina should very slowly go down, enough so that archers cannot shoot arrows like a machine gun. Players may be able to get 10 arrows out in succession before they need to take a bit of a break to recover their stamina. Xbows should be the same, as I cannot imagine holding an Xbow up for a large amount of time would be easy to do.
As the stamina for a ranged user goes down, so does their accuracy, so they may be able to string 10 arrows in succession, but each will be less accurate.
The stamina should also affect shield users. Holding a shield up should slowly reduce stamina (but VEEERRY slowly), and with each blow taken to the shield, a chunk of that stamina is removed. Eventually if the shield doesn't break, the player would get staggered and left open to attack.
If you land a hit, you should regain your stamina that was lost doing the swing... otherwise players just won't want to attack.
If you parry an attack, you should not lose stamina. This would encourage players to try and parry attacks more often during combat instead of simply relying on a shield to turtle behind.
This may all sound annoying, but there would be mechanics in place to encourage proper fighting. It wouldn't just be a matter of who runs out of stamina first, but who manages their stamina properly and who is the better fighter.
One last note. If a player manages to kick another player (because it's hard now to do so), the player who got kicked should lose alot of stamina as it would wind them if they got kicked in the gut or groin. The kick function would only require a small amount of stamina (although kicking in reality is something that requires a good level of stamina).
This would encourage players to use more tactics in their melee combat to try and win.
Ultimately instead of the winner in combat being decided by who can exploit the combat animation system the most, the winner would be decided by who uses actual tact and skill.
While not being as annoyed by ranged weapons as ranged fighters will also need to work their way around their stamina.
There are many more variables to consider, but I think stamina would completely change the way mount and blade would be played in a GOOD way.
As for being able to sprint, I think it's a great idea, however sprinting would get very annoying in small groups of combat as you would see players randomly doing small quick bursts of movement all over the place.
However if done correctly it would be ok.
If the player sprints at an enemy from about 5-20m away and runs into that enemy, then that enemy and the player should fall over.
If the player sprints at an enemy that is only 2-5 metres away, it should be counted as some sort of a "RAM" or "Barge" attack, therefore the enemy would get staggered or if stamina is low enough, the enemy would fall over.
If the player tries to sprint at an enemy that is less than 2m away, then the player should fall over, stagger past, or bounce back from the enemy.
If the player sprints and jumps at the enemy, then it should be a guarunteed knock down, even in the 5-20m range, however the player would need to time the jump correctly otherwise it'll be a sprint for nothing that would leave the player open.
One more thing though would be that anyone who sprints would have a SUPER slow turning speed, so that they couldn't just sprint and suddenly do a 180 degree turn without losing momentum.
If the system were to be made more complex. There would be other determining factors such as:
"Is the enemy facing the player while the player sprints at him?"
"Is the enemy moving away from the player or at the player when the player sprints?"
"Is the enemy standing still?"
"Is the enemy jumping?"
"Is the enemy trying to kick the player as the player gets within range?"
"Is the enemy on a horse?" (A jumping sprinting player might be able to knock an enemy off his horse by sprinting and jumping at him)
Anyway...i'll leave it at that, I think i've dreamed enough