Bite Me said:
I didnt ever play that mod, but Ill have a look and see what his combat revamp does, we have a load of stuff for the next version, even more (and easier to do) coming later.
New sounds, more items, sweet spots and weapon switch times are all planned for the near future.
He mostly just changes the statistics of weapons. His knowledge and experience with actual medieval weapons (and actual fights he has gotten into, with knives) does make it highly impressive though.
--
Still, there are problems he couldn't get around, such as knockback being on 0, to make armoured knights flinch when they're hit full-force for 0 damage. Looking at your stuff, I think you lot could go beyond that, and get something more randomized, and based off things like this sweet-spot system.
--
Besides Ron's advice and help with statistics being very useful, he also created a Bleeding script, which is cool to have.
Nice! I really look forward to seeing this mod finish
. I also would like it if we could combine a lot of mods, as you are already doing with Ares,to make the Perfect Realism Compilation.
Servitor said:
What combat formula? :>
And about the poll, I voted No, because my computer and/or internet would probably get fried by that many. If lag didn't exist, then of course I would.
The physics formula, I mean. Plus any extra stuff for how armour or whichever works.
As for the server, there would likely be times with less players on, I imagine.
Bite Me said:
a test version will be ready in a couple of days, which means hopefully a lot of features mentioned will definitely work, and will be implemented, remember, this is a complete realism mod, so stats, money, equipment, attack, move, switch weapons, speeds will all be tweaked,
health probably lowered all round (In reality an arrow to the chest in cloth armour would kill you, whereas a weak bow firing crappy arrows at plate mail would do next to nothing). Where your weapons swings, you get damage, where your shield covers, you block. This mod is for intense real fights, where any blow could potentially kill you,
the sound and feel of it will get you addicted, believe me its fun
.
Yay! Excited
!
With the arrow, though, it wouldn't always be insta-incapacitation. People can sometimes take a few arrows, and the padded cloth would help to slow it down a bit
(words of wisdom from my father: "If it slows [the projectiles] down, it's better for you"). Not trying to argue here, you were likely exaggerating a bit to get the point across (which is often needed), and you are right that arrows can incapacitate you pretty quick.
I believe you.
---
As for this conversation about archers being over powered... Firstly, they were somewhat in reality. Mostly, though, this was due to the fact an archer could live to a good old age in the military - as opposed to the dying infantry - and the levels of skill they could get to was just plain scary (hitting someone in the left eye at 200 yards). Most players aren't quite that skilled, they haven't played it for years, so there isn't too much need to worry on that point.
Archers are very useful, but they're not almighty. You probably could penetrate plate armour with a strong bow and good arrows... but the chances of that are very, very slim, with a good suit of plate. I asked about a Japanese bow, which only 6 people in the whole of Japan could use, and it seemed questionable whether even that monster could do it (I can ask for more info as to that, if you want). So, like in rock, paper, scissors, armoured knights beat archers (mounted knights can have their horses shot, of course).
The armour they had as well as the melee weapons, of course, wasn't so good. You didn't put your archers into dangerous situations in the first place if you didn't have to, they were too valuable. I don't see an archer ever carrying a shield, really
(that with their arrows, bow, backup melee weapon, armour, water bottle, whatever else they're carrying... too much weight), though they would use pavise if available.
With the arrow being an expensive and carefully crafted thing... depends who we're talking about here. Europe tended to go with cheaper cast-iron. The Japanese meanwhile, tend to give them the same level of attention as their sword blades. Arrowheads were very valuable to the latter, the sort of thing you pass down to your kids.
Not sure how many arrows the longbowmen carried. Part of it, I do wonder, might be an extra quiver they bring and place on the ground, scooping that up when the first is spent. I have no idea if that's true, it just seems like something logical enough, for how you can carry a lot of arrows without being weighed down as you're firing.
That is the information I've learnt over a long period of studying it up for book writing. I could've gotten some of that wrong, or even a lot of it wrong--or very wrong. My apologies if I overstepped bounds during that, or placed false information forward... and I'll re-inquire as to details should it be deemed necessary.
---------------
Would like to point out a mod, as it would be an amazing section of a Realism Compilation should that seem a worthy goal. Isn't so important for the Multi-player facet, I'd guess, but still great for the single player: http://forums.taleworlds.com/index.php/topic,107450.0.html
Good luck guys!