Worbah said:I'm not really in favor of combos. But you should be able to determine the type of attack you'll do. Have you played daggerfall? In DF you hold down the mouse button, if you drag your mouse to the right, you do a left-->right swing, and vice versa
I think you should be a combo, because you should be able to kill some1 while holding youre shield high
BetterNights said:I think you should be a combo, because you should be able to kill some1 while holding youre shield high
No, you shouldn't. Go, get a shield. And a sword. Now try to swing the sword with any usefulness while protecting yourself with the shield at the same time.
Doesn't work very well, does it?
BetterNights said:I think you should be a combo, because you should be able to kill some1 while holding youre shield high
No, you shouldn't. Go, get a shield. And a sword. Now try to swing the sword with any usefulness while protecting yourself with the shield at the same time.
Doesn't work very well, does it?
Yeah, that's definitely not how the Romans conquered the world Very Happy
Real life fighting techniques SHOULD involve "combos" of a sort. I mean, it's how you practice. Muscle memory is the goal of any physical training.
How about this: Hold both mouse buttons and you'll be stuck in place. Then use the WASD keys to move back and forth between the four primary stances (plow, ox, roof and fool).Some of these transitions would cause you to slash, some not.
Example: "W" would be "From the roof" (sword vertical over head) from here, "A" would tilt you sideways to the "Ox" stance but "S" would be a powerful downward strike to "The Fool" (tip resting on ground in front) Ox to plow is a sideways slash. Double-tap "Plow" for a thrust. Double tap "Fool" to go to the "Tail" stance, and from there go to "Ox" or "Roof" for a powerful upward swing. etc. etc. Certain transitions would cause the character to take one step forward or backward. Sword-form combos would result from stringing these together, because of the body's momentum and the simple matter of having the weapon where you want it to start for the next swing. If we're going for realism something like this absolutely needs to be done. Momentum (speed and damage) should build as the sequence progresses, and each swing should have different reach, speed and damage. Example - start at the plow (D), sword pointing forward from hip. Hit D - A - D - A a few times to perform horizontal body strokes from plow to ox, but eventually follow ox with roof and then fool to finish the sequence with a strike down the center. Animate this believably and have the animations transition fluidly into one another and you will have interactive combat a million times more awesome than that in Knights of the Old Republic.
Seriously, go read the ARMA site and try this with a broom or something. It makes perfect sense and would look great. The moves would have to be less free-form than in real life for the sake of playability, but it would give dueling the depth and authenticity it needs.
And no I'm not talking about "Die By the Sword". That game was nifty but had no basis in real martial arts and felt extremely wonky. Actually, the character "Nightmare" from Soul Calibur 2 sort of uses some of the real techniques.
Also, I don't know if this has been argued over, but as to balancing shielded and unshielded fighting. The game already has characters recognizing which direction to block from, so take this one step further and make them actively parry by pushing away the enemy's blow with the flat of the blade. If the player just sits there and holds down the RMB the character will turn the blows, but the closer the timing the greater the attacker is thrown off. Hit parry at the last moment and create an opening in the enemy's defenses. Shields will save you, but a quick weapon parry will create an opening to turn the tide of the duel. Shields still parry, of course, just not as quickly, and take less damage the better you parry. If you just sit there behind your shield, it should get hacked up quickly (quicker than what happens now).
This is the best game ever, by the way.
Have your talented animator(s) study the essays at the ARMA website like holy scripture.
Eird-Way said:How about this: Hold both mouse buttons and you'll be stuck in place. Then use the WASD keys to move back and forth between the four primary stances (plow, ox, roof and fool).Some of these transitions would cause you to slash, some not.
Eird-Way said:If the player just sits there and holds down the RMB the character will turn the blows, but the closer the timing the greater the attacker is thrown off. Hit parry at the last moment and create an opening in the enemy's defenses.
True. This game already models momentum-based multipliers better than almost any others out there. Tweaking it a bit to account for relative rather than absolute momentum, and adding in things like setting your spear for a mounted charge, would go a long way towards fleshing that out. I'm pretty sure they're working on this.Worm said:KE = 1/2 MV^2, right?
If your targetting reticle is to the right of the horse, you will swing to the right, if it is to the left of the horse, you will swing to the left. If that's not what you meant, my apologies; I may have misread your sentence.Worm said:Choosing your attack - I've been okay slashing to the left or right when I use my horse, though I don't think there is any specific way to decide it.
I never fought in a forest, so I'm guess it doesn't happen when you do. Imagine, forest bandits! IN A FOREST.fishingbear said:On the average horsemen should be more powerful than footmen, but there are already some instances where footmen have a good chance at prevailing. A group of footmen in the water can be vicious and can very quickly cut your horse out from under you, for example. If new terrain types are added (something as simple as more trees), footmen would have a mobility advantage fighting in areas with more obstacles.
Neato!True. This game already models momentum-based multipliers better than almost any others out there. Tweaking it a bit to account for relative rather than absolute momentum, and adding in things like setting your spear for a mounted charge, would go a long way towards fleshing that out. I'm pretty sure they're working on this.Worm said:KE = 1/2 MV^2, right?
OOOOH! Though I guess it's similar for a person on foot?If your targetting reticle is to the right of the horse, you will swing to the right, if it is to the left of the horse, you will swing to the left. If that's not what you meant, my apologies; I may have misread your sentence.Worm said:Choosing your attack - I've been okay slashing to the left or right when I use my horse, though I don't think there is any specific way to decide it.
Worm said:I don't know if this is easy, but since the targetting reticle only seems to be used on a bow and your guy doesn't really swing up or down, or doesn't even need to. How about a Daggerfall-like weapon control where you hold the mouse and then swing your weapon as you want?
oWorbah said:Worm said:I don't know if this is easy, but since the targetting reticle only seems to be used on a bow and your guy doesn't really swing up or down, or doesn't even need to. How about a Daggerfall-like weapon control where you hold the mouse and then swing your weapon as you want?
I've already suggested that.