I saw this conversation begin simply because daggers were rather usless in Warband.
Now, to set a few things straight.
- These are just ideas. Don't take them personally.
- I think bypassing armour would be a 'gamey' solution to a combat system that warband is trying to bring depth to. However, I don't see it as a bad idea altogether. I just think it's a more apropriate solution for a tabletop game. I'll talk more on this idea below.
- Lastly, I don't think grappling is the answer we're looking for either. The combat system being developed is primarily based around movement, timing, and space (both the environment and the engagement range). I don't think animated kills belong in this style of play. They would be jarring rather than enjoyable.
I propose, within the system being developed, that we take a serious look at what would make a shorter, sturdier, lighter weapon more advantageous. This includes any and all advantages that come to mind. It doesn't mean daggers should be a primary arm. However, in particular situations such as a tightly packed mob, a doorway, or any really confined space they MAY be prefered.
A dagger would be quicker to bring to speed (especially for those with less strength), more accurate to strike, bear more weight and force of the attacker under a thrust (less pivot on strike as mentioned by Innocent Flower as well as a closer point of impact to the attacker), and would be less of a burden in confined quarters (such as the doorway of a gatehouse).
These are all points that can be effectively taken into consideration with a physics based combat system. Of course there are many disadvantages as well (weight, range, etc.) which should also be considered.
Now, back to armour. In the case that armour actually has exposed weaknesses modeled into the game, then players could use skill to take advantage of the daggers' natural properties (listed above). Beyond that, these weaknesses could be taken advantage of by other weapons. That would be both fun and realistic.
If you'd like an idea of what I'm thinking then take a look at how Bohemia Interactive handled this with Arma 3.
I don't know if TaleWorlds is taking this route. It's simply an idea. That being said, it would be really nice to hear back from a dev on this.
Let the debates begin.
