Wraith_Magus said:I don't see why we would need to crack out the history books on this one, it's classic Newtonian physics. Basic Newtonian physics have pretty well stood the test of time, quantum physics notwithstanding.
Classic Newtonian physics, but bloody horrible biomechanics. Also, the historical treatises on combat tend to be written by people who knew what they were on about when it came to surviving an earnest encounter with someone bent on ending your life, so you'll forgive me if I take them far more seriously than some tween who's overdosed on Prince of Persia.
Wraith_Magus said:Speaking in terms of physics, if we are talking about a jump from level ground, you are talking about the force your legs can generate pushing you upwards until an equal amount of force from gravity stops you, and another equal amount has you descending with the same amount of force when you touch the ground - it's basically the same amount of force you'd get if you simply used all that leg power in an uppercut.
No. There's other power generation mechanics you can use while your feet are still planted which are not available or far less useful to an airborne person. We haven't even gotten into the heavy duty stuff (because I can't put that **** into words from lack of applicable physics knowledge ).
Wraith_Magus said:The only advantage in the jump attack over an uppercut is that you'd get the ability to swing your weapon in an overhead arc, as well, which, with weapons that use a lot of leverage, means that your weapon is also benefiting from gravity, instead of having to oppose it, the way it would in an underhanded arc.
What advantage is that? You can still swing your weapon in an overhead arc very easily while keeping both feet on the ground.
Wraith_Magus said:Hence, a weapon with a short or no haft, like a knife, would have no noticeable difference between jump attack and uppercut.
Why would you ever want to throw out an attack with a knife while jumping?
Wraith_Magus said:A poleaxe, meanwhile, would probably have a fairly large difference. If you take a look at the way that people chop wood with a long axe (which is wholly inappropriate for combat unless the enemy is already on the ground, and you are going for an "execution" style of attack)(in fact, the maneuver I am talking about is exactly the same one they historically used in executions by axe) then the motion they use is actually almost jumping, itself. That said, actual jumping while swinging an axe also completely throws your balance to the wind, and would make your attack wildly inaccurate and make you incapable of handling the recoil when your axe actually hit something, which could easily knock you off your feet.
Source? I've never seen a strike delivered in that manner. Please don't link an ARMA video.
I'd be less worried about the recoil and more worried about missing. Without anything to brace against, your structure is extremely weak, and if you miss you're going to cause some fairly significant disruption.
Wraith_Magus said:As Rapier17 says, jumping around is stupid and leaves you vulnerable, but that doesn't mean that the "realistic" thing to do is ignore it entirely. As I said before, the realistic thing to do is show players why it's so stupid, and let them lose all balance and get knocked to the floor and hurt themselves when they try something stupid.
As much as I'd love to see people getting stabbed in the **** after attempting jumping attacks, I must say that this is a horrible use of developer resources. If it's something that happens as a byproduct of a hyper-realistic engine, fine, but investing time and effort to implement dead end options and actions is quite silly. Stupidity is infinite, funding isn't.