Well, I'll finally give an update on this
It is not dead! I am still slowly working on it [very slowly
].
First of all, I'd like to explain a bit more on my goal in this mod. I have recently been playing some fighting games (Tekken 6/UFC 3) and learning about their mechanics. To be blunt, those games poop all over Warband melee combat in terms of deep, rich, balanced gameplay (of course, I mean no offense to the developers. They were not trying to create a "fighting game" like Tekken). While I don't want to make "Mount and Blade: Tekken", my goal is to enrich and deepen the gameplay of Warband melee combat.
The biggest problem I see with Warband's melee is that that "block" is overpowered (kind of funny to say a purely defensive action is overpowered
). Basically, except in few rare cases, successfully blocking an attack automatically gives you the initiative (meaning if you attack immediately afterwards, the opponent must block or be hit). In addition, there is no way to actually defeat a block. Well, there is the kick, but that is very risky and doesn't work often (good blockers can still block your follow-up). So basically, the block reigns supreme. Essentially, we have a rock, paper, scissors game where rock beats scissors and [most of the time] paper.
So my first goal is to balance gameplay so that blocking is not so overpowered. I want to add more offensive options that can get around blocks (for example adding throws). I want to add the possibility of actually playing offensively! And of course with these offensive additions, I also want to expand a players defensive tools as well.
Though general progress has been very slow, I have successfully implemented "follow-up" attacks (basically a quick follow-up attack immediately after your attack is blocked, significantly faster than a normal attack so that the defender must block again). This means of course that I also need to add new options to the defender to balance things out. I could add a quick counter-attack strike after a successful block, but I don't want to make basically a faster/simpler version of what we already have. (there would only be two "follow-up" directions making it easier to predict blocking direction)
So I thought of a new idea to enrich gameplay. I was thinking about real historical fencing and about how many actions are related to leverage. Most windings, throws, grabs, and wrestling-of-the-sword have everything to do with leverage. Actually, the masters speak about "strong" and "weak" (to go strong when the opponent is weak, to go weak when the opponent is strong. Kind of like Yin and Yang I guess), and this has everything to do with leverage as well.
So I considered: what if I added a "leverage" gauge to the game (whether visible or hidden). Most aggressive actions would require you to have more leverage than your opponent (I'm not talking about the standard built-in attacks). There would probably be certain actions you could perform in order to steal the leverage of your opponent as well. I also considered that your movement relative to the opponent would "modify" the difference between your leverage. Things like throws, grabs, follow-up attacks, and counter-attacks would require more leverage than the opponent.
What do you guys think?