In melee combat, distance of the combatants is crucial. Fences distinguish several types of distance:
Close distance - The opponent has passed the tip of your weapon, so that he cannot be hit by a thrust, or sometimes even a proper cut (it's just too close). In these situations, various alternative attacks, like pummeling with hilt or guard, various grapples, even low kicks and so on. Note that sometimes, this distance might be safer than short distance (for example against poearms, who are next to useless very close).
Short distance - The opponent can be hit with simple extending or swinging of the sword arm, without the need of any kind of footwork. This distance is very dangerous for both sides. Each combatant try to enter this distance only when the situation strongly favors him (after a successful parry, when the opponent lowered his guard, when the tip of his weapon was deflected or bound, and so on). The attack on this distance is often too quick to parry with confidence (without losing balance, proper stance, etc.)
Medium distance - The opponent can be hit after a lunge or a step forward, but not immediately. This is the basic distance a fighter will try to maintain under normal circumstances. An attacker whose attack was parried also tries to return to this distance ASAP to avoid possible counters.
Long distance The opponent can be hit only after multiple steps or at least one step followed by a lunge. This distance is used when one is shaken, wounded, thrown off - balance and wants to regain composure.
The crucial tactical problems arise when two opponents with different weapons meet. What is a short distance for a spearman might still be long distance for a swordsman, so that the spearman is in huge advantage (he can perform dangerous attacks while his opponent cannot reach him). But when the swordsman succeeds in closing even more past the tip of the spear, the situation changes dramatically. The spearman fights on extremely close distance, his polearms being next to useless, while the swordsman has reached his optimum medium/short distance and can release a flurry of cuts on his opponent.
These tactical problems were reflected by the way our ancestors warred. For example in early rennaisance, in the era of landsknechts (mercenaries employed by the Italian cities), the troops fought in tight formations of spearmen, presenting dense forrest of spikes to the opponents and protecting the musket-men behind. Because both sides employed this tactic, there were elite soldiers with superior, light two handed swords (who were paid twice the normal soldier), who tried to create opening in the pikes and get into the formation. Up close, the pikemen were disadvantaged. Upon successful breach, other soldiers armed with katzbalgers (short cutting sword) followed, forcing the pikemen to throw down their pikes and draw their own backup weapons (katzbalgers mostly), that were more suitable for close-up fighting. Thus, the entire formation could be broken and dislodged from defending certain advantageous position.
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And now to the game - this is an element that is missing from the game as it is. I don't say there exist a meaningful implementation of this aspect of medieval warfare into the current engine, but I will try to provide some concepts.
Currently, polearms do not offer the main advantage - keeping opponent at a distance. You can just walk past the tip of a spear as if it does not exist. To implement this, true collission detection system would have to be implemented, restiricting you to walk through weapons even if they are not attacking (I have spears specifically in mind). This also applies to swords in lesser extent, because normally, a swordsman uses the length of his sword to gain space by pointing at opponent head of chest, prohibiting him from advance (the characters in the game do not do this).
If the pikes would push opponents back, it would be possible to create pikemen formations the way they were used historically. To pass behind the spear, the swordsman would have to:
a) brush it aside with shield or blade. This could be implemented by holding 'block' and walking forward. However, if the spearman steps back and thrusts, he may regain the stance.
b) sucessfully parry a thrust from the spear
When the swordsman would get behind the point of a spear, the spearman would be unable to properly stab him. The standard 'thrust' attack would change to 'shove' attack, where the spearman uses the shaft of the spear to push the swordsman away. If the spearman retreats to a proper distance (or shoves the opponent back), he can thrust again. Shove would do no damage or little bunt damage (it can also be a blunt quarter-staff style attack).
The same could apply for a dagger and sword, giving the swordsman 'shove' attack on a very close distance and bringing interesting tactical aspects for daggers, sickles and so on.
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To summarize:
- Basically, each weapon could have maximum effective range together with minimum effective range. 'Shove' replaces proper attacks if the opponent is closer
- Tips of the weapons gain space, cannot be "walked through"
- Tip of the weapon can be overcome by either successfully parrying, or brushing the weapon aside ('holding block and walking forward"). If the advancing attacker is still in effective range of the spearmen, spear attack cancels the "weapon-pushed-aside" status
-'Shove' does little to no blunt damage and pushes the opponent back to effective range. This name represents various alternative (less effective) attacks like hilt bashes, even low kicks and attempts to push the opponent away. Alternatively, it could be even possible to disarm opponent at extremely close range.
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Now I seriously doubt that will be implemented (or read till the end . I just think these ideas could enhance the complexity and tactical variety of the game even further.
Close distance - The opponent has passed the tip of your weapon, so that he cannot be hit by a thrust, or sometimes even a proper cut (it's just too close). In these situations, various alternative attacks, like pummeling with hilt or guard, various grapples, even low kicks and so on. Note that sometimes, this distance might be safer than short distance (for example against poearms, who are next to useless very close).
Short distance - The opponent can be hit with simple extending or swinging of the sword arm, without the need of any kind of footwork. This distance is very dangerous for both sides. Each combatant try to enter this distance only when the situation strongly favors him (after a successful parry, when the opponent lowered his guard, when the tip of his weapon was deflected or bound, and so on). The attack on this distance is often too quick to parry with confidence (without losing balance, proper stance, etc.)
Medium distance - The opponent can be hit after a lunge or a step forward, but not immediately. This is the basic distance a fighter will try to maintain under normal circumstances. An attacker whose attack was parried also tries to return to this distance ASAP to avoid possible counters.
Long distance The opponent can be hit only after multiple steps or at least one step followed by a lunge. This distance is used when one is shaken, wounded, thrown off - balance and wants to regain composure.
The crucial tactical problems arise when two opponents with different weapons meet. What is a short distance for a spearman might still be long distance for a swordsman, so that the spearman is in huge advantage (he can perform dangerous attacks while his opponent cannot reach him). But when the swordsman succeeds in closing even more past the tip of the spear, the situation changes dramatically. The spearman fights on extremely close distance, his polearms being next to useless, while the swordsman has reached his optimum medium/short distance and can release a flurry of cuts on his opponent.
These tactical problems were reflected by the way our ancestors warred. For example in early rennaisance, in the era of landsknechts (mercenaries employed by the Italian cities), the troops fought in tight formations of spearmen, presenting dense forrest of spikes to the opponents and protecting the musket-men behind. Because both sides employed this tactic, there were elite soldiers with superior, light two handed swords (who were paid twice the normal soldier), who tried to create opening in the pikes and get into the formation. Up close, the pikemen were disadvantaged. Upon successful breach, other soldiers armed with katzbalgers (short cutting sword) followed, forcing the pikemen to throw down their pikes and draw their own backup weapons (katzbalgers mostly), that were more suitable for close-up fighting. Thus, the entire formation could be broken and dislodged from defending certain advantageous position.
------------------------------------------------------------------------------------------------------
And now to the game - this is an element that is missing from the game as it is. I don't say there exist a meaningful implementation of this aspect of medieval warfare into the current engine, but I will try to provide some concepts.
Currently, polearms do not offer the main advantage - keeping opponent at a distance. You can just walk past the tip of a spear as if it does not exist. To implement this, true collission detection system would have to be implemented, restiricting you to walk through weapons even if they are not attacking (I have spears specifically in mind). This also applies to swords in lesser extent, because normally, a swordsman uses the length of his sword to gain space by pointing at opponent head of chest, prohibiting him from advance (the characters in the game do not do this).
If the pikes would push opponents back, it would be possible to create pikemen formations the way they were used historically. To pass behind the spear, the swordsman would have to:
a) brush it aside with shield or blade. This could be implemented by holding 'block' and walking forward. However, if the spearman steps back and thrusts, he may regain the stance.
b) sucessfully parry a thrust from the spear
When the swordsman would get behind the point of a spear, the spearman would be unable to properly stab him. The standard 'thrust' attack would change to 'shove' attack, where the spearman uses the shaft of the spear to push the swordsman away. If the spearman retreats to a proper distance (or shoves the opponent back), he can thrust again. Shove would do no damage or little bunt damage (it can also be a blunt quarter-staff style attack).
The same could apply for a dagger and sword, giving the swordsman 'shove' attack on a very close distance and bringing interesting tactical aspects for daggers, sickles and so on.
--------------------------------------------------------------------------------------------------------
To summarize:
- Basically, each weapon could have maximum effective range together with minimum effective range. 'Shove' replaces proper attacks if the opponent is closer
- Tips of the weapons gain space, cannot be "walked through"
- Tip of the weapon can be overcome by either successfully parrying, or brushing the weapon aside ('holding block and walking forward"). If the advancing attacker is still in effective range of the spearmen, spear attack cancels the "weapon-pushed-aside" status
-'Shove' does little to no blunt damage and pushes the opponent back to effective range. This name represents various alternative (less effective) attacks like hilt bashes, even low kicks and attempts to push the opponent away. Alternatively, it could be even possible to disarm opponent at extremely close range.
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Now I seriously doubt that will be implemented (or read till the end . I just think these ideas could enhance the complexity and tactical variety of the game even further.