[suggestion]Slower swing recovery + secondary attacks.

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EdwardWellcraft

Sergeant Knight
So it seems like no matter what balancing occurs combat still tends to be pretty spammy. Now I'm sure all of the ZOMGAWESOME players will come in and say how they can single handidly crush armies of spammers, but "anti-spamming" really needs to be a bit more accessible. At any rate, this is a pretty rough idea, I just sort of came up with it off the top of my head, so feel free to rip it apart.

So my suggest is to slow down the recovery time between attacks. The heavier the weapon the more it should be slowed down. The idea would be the average defending player should be able to get in a strike a little bit before the attacking player does, where as now because the animation is canceled early the attacking player is can pretty much swing again right away.

The second part of this suggestion is "secondary attacks" for all of the weapon. Essentially there would be a window at the tip of the attack, at which point if you press attack again you engage the secondary attack. For swords this would be a quick pommel strike, axes might hit with the top of the head of the axe (like the long-axe jabs) other weapons would hit with the reverse edge of the weapon. I haven't worked out exactly what all of the secondary attacks would be, but essentialy they should be quick but weak. However, the down side would be if you missed with your secondary attack it would take even longer to recover from that particular strike- second strike combo, thus giving the initiative to your opponent.

In a more general sense, what I'm looking to do is create a combat system that has a series of choices, each with an advantage and disadvantage. In this case it is basically four steps.

1. Attacker swings. If they hit they do damage, if they miss or are blocked they put themselves in a more vulnerable position.
2. The defend can now choose to press the attack.
3. However the attack can also choose to follow up a failed strike with a quick "secondary attack" to possibly slip in under the opponent's defense. Though if they are blocked they'll be even worse off then if they had attempted a second swing or blocked the return attack.
4. The defender has the final choice of whether or not to become the attacker, or to continue to play defensively (such as if they are being attacked by multiple people.)

Like I said, it's sort of a rough idea but I just thought I would throw it out there and create some discussion.
 
I don't think the secondary attacks are a very good idea...

About the longer recovery time: The heavy weapons could use some of that... The current parry helps a lot, mind you, but parrying is indeed of little value in a chaotic fight.
 
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