Mirathei, i've been playing a bit with the script..
Even if i find it really great mod-wise, gameplay-wise i don't like it and here's why:
i think it's too much random and it defies the rules of parrying of the game:
You can use it against defending oponent,
they can use it on you without you being able to parry and stuff.
The result is totally random and indipendent by active player/AI skill.
Truth is that even if I totally agree on the fact this is an attack to "unbalance" the other guy so it doesn't need to hit you on your "soft" spots while unparried, yet, in real life, i guess you should anyway be able to "dodge" it.. and that "dodge chance" should be something related to your abilities and not just to "randomness".
M&B is different from a game like Baldur's gate because when you hit someone, you hit someone, there's no AC or any random stuff, it's just realistic gameplay.
While with this mod, you basically add a move which is more similar to something taken from one of those game which are more statistical based than arcade.
Yet i think that the mod idea is great and i think some changes would really make it something interesting:
Why not changing the mechanics of it so it becomes a "bounce" attack?
it's basically a bash, you can do with shields, with spear shafts and even a kick animation with 2h would be cool.
It's an hit like the others (yet to do that you have to hold parry and attack), if the opponent doesn't parry he is it by a small blow (doing minimal to no damage) and he also as a chance (cool would be if there was something like a STR check between the 2 opponents) to be pushed back a few meters away: not stunned or anything, just goes back (maybe leave a chance for him to even fall down, that would be cool).
If he parries the following can happen (randomness here):
- the opponent takes a hit on the shield and nothing else happens
- the player falls down while the opponent stays there
- the player doesn't fall down while the opponents goes back a few meters
The result is a lot less "random" and drammatical than in your original script:
- if you are fast and parry the incoming bashing attack, the worst that can happen to you is to be pushed back a few meters away.. nothing drammatic.. just something that makes distance something that doesn't count just "before the engagement".
- if you deal the bash attack there's no chance it goes against you unless you were unskilled and let the opponent parry it.
I think it s better than now where the AI and you can use an attack which is totally indipendent by skill and totally dependent by luck.
Yet i think the attack should be slower than the speed the current bash has (so the opponent has the time to parry it like other attacks), and also that the bash attack should anyway leave you, like any other attack, defenseless during the time it's done (so it's always a risk to do it, evne when you are using a shield)
And I even think different weapon should have different type of pushing attacks from each other:
1h weapon: shield bash (reduced chances of obtaining fall back/fall down of opponent, but also no chance for you to fall down)
2h weapon: kick (great chances of obtaining fall back/ top chances of getting fall down, great chances to fall down yourself if you get parried)
polearms (2h): shaft-push, you use the shaft of your weapon (which you hold with both hands) to push backwards the enemy (i think this should have top chances of getting fall back, even when it's actually parried - making polearms great defensive 2h weapons like they were for real because they could keep people away - maybe lesser chance to get the falling of an opponent tough since it s less "savage" than a kick.. and also i think this should cause you no risk of you falling down).
This way spearmen would really be cool to play! and I don't think this would be unbalanced because you are just given an attack like the others, that leaves you at the mercy of your opponents while you execute it and that if succeeds just has the opportunity to make the opponent fall back (and a CHANCE to fall down ONLY if you are actually able to hit him).. i think it's something really needed for spearmen