I am very pleasantly suprised that you decided to take this road. In all honesty, I was expecting you would simplify the combat for Bannerlord, perhaps making it more casual, but Lo! you've kept to your roots.
There's only one thing bugging me. Maybe only because it isn't fully explained in the article, maybe because it isn't something you plan, but...
Some of the energy will stay with the weapon since the weapon will not necessarily come to a complete stop.
Lastly, a portion of the energy will go to kicking-back the attacker’s hand(s). Not only does this do nothing to the opponent, but it also affects the attacker adversely. In the game, we model this with an “attacker stun”, which means that weapons with high kick-back will make you unable to attack again for a short while after your current attack connects or is blocked.
Since you haven't elaborated further on this, in the article, I can't help, but see it as a massive loophole in Bannerlord's combat system.
From the article I understand 2 things. Perhaps altoghether wrongly.
One, kickback is a set value.
Two, heavier/unbalanced weapons are likely to have a higher kickback value, as per balance.
Why do I think this is a loophole?
Let's take the gif in the article as an example.
If I understand it correctly, if the macehead was bigger=heavier, the rider would get more kickback from it.
Does that make any sense at all? Surely the more weight is on the end of the stick all the more force would be needed to stop/reverse it's momentum and so impart force on the other end of the shaft, ie the rider's arms.
I understand I'm making a lot of assumptions here, without actually playing the game or understanding the mechanics clearly, but if you follow me or atleast bear with me there is I think a relatively simple solution.
Making kickback a threshold and the value governed by a simple damage
dealt:damage
blocked ratio. In this case
blocked stands for absorbed by armour aswell.
(alternatively energydealt vs energyreceived, if you make that calculation beforehand)
Maintaining the same concept = less balanced weapons have a higher kickback threshold, it would figure as follows.
In this image, weapon 1 has low kickback threshold. It is a heavy unbalanced weapon.
Weapon 2 has a higher kickback threshold. It's a lighter, more balanced weapon.
As the kickback force aproaches the threshold, so the adverse effect diminishes. Therefore, if weapon 1 deals 50 damage and out of that 50, 40 is blocked, e.g. by armor, there is no kickback.
It's an optimal balance of momentum that lets the weapon
pass without
a) jarring the hands of the attacker(kickback)
and b) retaining so much momentum itself, that the attacker has to struggle to stop it from leaving his hand(inertia)
Both inertia and kickback manifest in the game as the same thing, the aforementioned "attacker stun".
Conversely, weapon 2 has to deal more damage in relation to damage blocked, in order to reach the optimal momentum, as it is a weapon lighter, more easily affected by forces going in the opposite direction.
So it follows, that
A cutting weapon is most efficient in converting kinetic energy of the weapon into hit-point damage. However, it is also least effective against armour.
Blunt weapons may require more hits for taking down an opponent, however, they make up for this by being least affected by armour.
Piercing weapons sit somewhat between cutting and blunt weapons.
A cutting weapon will benefit from having a lower kickback threshold when dealing with armour, whereas that lower threshold will make it carry more inertia when its damage is not reflected by armour, making it unwieldy.
A blunt weapon with a very high kickback threshold may benefit from increased damage, as its weight is increased, but it will suffer high inertia in exchange.
Ad nauseum.
Most likely, you have already thought of this, perhaps it is even more or less how it works ingame, although it isn't completely obvious from the article if that is so. If not, I hope that I didn't make it too confusing an explanation and that you might consider it. Doubtless you have a good reason, if you don't.
Question for Ümit Singil, for the next Dev Blog: As regards to the making of models for a game that requires precise hit detection, how do you find this affects the nature of the character models that you are able to make? Performance or otherwise.