The Mark
Recruit
Now, another suggestion on the topic of parrying.
Armagan and his better half have already done a terrific job with the combat, keeping it simple, fluid and immersive, but there still remains more depth to be added, e.g. parrying and taking weapon masses into account. The problem is, how to add depth without overly complicating the game, after all, it's the beautiful simplicity that keeps the combat going.
Trying to keep the suggestion as simple and M&B as I can, I would suggest using a tap of the defend button to perform a parry, and holding it to do the basic block. Doing a parry would require a good timing to succeed, and would cause the attacker have less control over his weapon (below), allowing the defender to launch a counter-attack. A badly timed, but still successful parry would give less penalties to the attacker, much like a block. A too early parry could be still turned into a block, but a too late parry would only slow down the weapon coming at you. Respectively, a block would be much more safer to do than a parry, but wouldn't cause any/much penalties on the attacker, allowing him to keep the control of his weapon and to stay on the offense.
Having control over one's weapon is quite important, and it is already in game, you can interrupt an attack with the block button, possibly to do a block or a feint. How this would fit into parrying would be that one has to stay in control of his weapon when an attack is parried. This would be done by tapping the block button, just as it is now, but not doing so when your attack is parried will make you lose the control of your weapon to your opponent, giving you a larger penalty. The same would apply to parrying also; if the attacker did a feint and you parried, you have to regain the control of your weapon.
The system I'm proposing boils down to weapon speeds: receiving a penalty on weapon control slows your next move, whether it be a parry, a block or an attack. Retrieving the blade also takes time, leaving a small window of opportunity for the opponent. The results from a parry or a block would be merely modifiers to the weapon speed determined by agility and weapon skills.
Parrying would also be integrated to the skill system, in the form of a specific parry skill or based on the weapon skills, enabled after a certain skill level, a better parry/weapon skill resulting in bigger speed penalties to parried attacks, and better weapon skills fasten regaining control and doing new moves respectively, just as it is.
Any thoughts?
Armagan and his better half have already done a terrific job with the combat, keeping it simple, fluid and immersive, but there still remains more depth to be added, e.g. parrying and taking weapon masses into account. The problem is, how to add depth without overly complicating the game, after all, it's the beautiful simplicity that keeps the combat going.
Trying to keep the suggestion as simple and M&B as I can, I would suggest using a tap of the defend button to perform a parry, and holding it to do the basic block. Doing a parry would require a good timing to succeed, and would cause the attacker have less control over his weapon (below), allowing the defender to launch a counter-attack. A badly timed, but still successful parry would give less penalties to the attacker, much like a block. A too early parry could be still turned into a block, but a too late parry would only slow down the weapon coming at you. Respectively, a block would be much more safer to do than a parry, but wouldn't cause any/much penalties on the attacker, allowing him to keep the control of his weapon and to stay on the offense.
Having control over one's weapon is quite important, and it is already in game, you can interrupt an attack with the block button, possibly to do a block or a feint. How this would fit into parrying would be that one has to stay in control of his weapon when an attack is parried. This would be done by tapping the block button, just as it is now, but not doing so when your attack is parried will make you lose the control of your weapon to your opponent, giving you a larger penalty. The same would apply to parrying also; if the attacker did a feint and you parried, you have to regain the control of your weapon.
The system I'm proposing boils down to weapon speeds: receiving a penalty on weapon control slows your next move, whether it be a parry, a block or an attack. Retrieving the blade also takes time, leaving a small window of opportunity for the opponent. The results from a parry or a block would be merely modifiers to the weapon speed determined by agility and weapon skills.
Parrying would also be integrated to the skill system, in the form of a specific parry skill or based on the weapon skills, enabled after a certain skill level, a better parry/weapon skill resulting in bigger speed penalties to parried attacks, and better weapon skills fasten regaining control and doing new moves respectively, just as it is.
Any thoughts?