I would like to try this system. It sounds fun and plausible, but unless tested it remains speculative.With everything it should be possible to do everything.
what should be different are the CONSEQUENCES.
With a spear you should be able to POINT AND HIT.
But pointing and hitting should not imply that the attack is coming from one direction and therefore can be parried from that direction.
In summary:
- the thrust of a spear, the attack by moving the mouse backwards or forwards and then pressing the left mouse button, should be NON-DIRECTIONAL (in the sense in which the game means the directional attack).
As a result, the only way to block them should be to have the spear hitbox (the tip) collide with that of the equipment you use to defend yourself.
It means that you can aim and strike anywhere with a lunge and that the enemy can only block them if the weapon with which he is defending himself realistically touches the spear when he performs the parry animation.
The longer you hold down the left button, the slower and stronger the lunge becomes.
On the other hand, if you press quickly then the lunge is quick but weaker.
-In addition, it should be possible to execute short and fast horizontal blows (and obviously with a low damage whose type is associated with the tip of the spear), or wide, heavier and slower blows.
These attacks should be performed by moving the mouse to the right or left and using the left button.
The choice between fast swing or slow swing should depend on how long the left key is held down.
The longer you hold it down, the slower and wider the shot will be.
With this set of commands, the oriental style of combat with spears is even reproducible, which often involves short and fast swings, and short and fast thrust.
Then there is the problem of having the AI handling the extra system. Reacting with the appropriate blocks to the new attacks etc.
I am afraid Taleworlds wil never implement it. Hopefully they add extra damage from the start of the attack animation and extra speed for short spears.