Hamel
Sergeant Knight

This is a collection of suggestions that I think would be nice if implemented, nothing more. Since the thread will already be long enough without me droning on in the beginning of it, I'll just get right to the suggestions.
[Archery]:
Separate arrow nocking from the aiming and firing process. This would give bows a better chance at fighting crossbows when both opponents are behind cover. And it would make organizing arrow volleys easier. It should be impossible to sprint while you have an arrow nocked.
"Archers, Hear me!" "Ready!" This command would tell them to nock a arrow. "Take aim!" This one would, obviously, tell them to pull their bows back and aim at their nearest enemies. "Fire!" This one goes without saying. It would probably be best to tell them to fire shortly after telling them to aim, for obvious reasons.
Lower the accuracy penalty that comes with having less Powerdraw than the best possible for that bow.
Decrease the peak accuracy of all bows, slightly.
Increase the time the bow reticule stays at peak accuracy.
Increase the chance of crossbows breaking through shields by a small amount. At the moment they very rarely do so for only Siege Crossbows. A Heavy Crossbow should be able to shoot through a lowest tier infantry shield consistently. Heck, a plain old Crossbow should be able to shoot through a lowest tier infantry shield most of the time.
Lower or remove the inaccuracy in missile flight that comes even with a perfect reticule.
[Melee Weapons]:
**Increase minimum time between swings, depending on the weight (largest effect) and length (slight effect) of the weapon.** (Particularly important here.)
Force "Long Axes" into polearm mode. Whether they should use two-handed or polearm proficiency escapes me.
[Crouching]:
Add a "Crouch" button.
Effects of Crouching: You are noticeably slower at walking. Your hit-boxes are a good deal closer together vertically, thus, somewhat harder to hit. Some weapons might be unusable while crouching, larger bows (warbow, longbow) and probably two-handed weapons in general.
[Shields]:
Remove the invisible forcefield protecting shield users from missiles.
Crouching while holding up a shield should result in you bracing yourself against the shield, instead of crouching normally. (Why, yes, I did rip that name off of one of Tibertus' suggestions.)
Effects of Bracing: You would get the invisible forcefield effect we have now, covering pretty much the entire front part of your body. Most of you would be behind the shield, anyway. You walk significantly slower, just like crouching normally. You are unable to attack with any weapon while bracing, as you are constantly holding your shield up.
You could also just skip crouching altogether, and add a Brace button instead.
The nice thing about Bracing is that it would allow for the removal of the invisible shield forcefield, while still giving infantry the ability to assault fortified archer holds, such as castles or ruins. The slowed walking speed would likely unbalance castle maps in favor of the defenders, I would recommend increasing the round timer by several minutes.
Parrying with a shield should be directional, while blocking should not. (It may seem like I stole the idea from AoC, who suggested the idea in the fairly recent past. If it is any consultation, I also thought of the idea just before reading his post.
)
[Parrying]:
The window for parrying should be a just little bit larger.
Parrying an overhead swing from a block/shield crushing weapon should deflect the blow, and parrying a stunning weapon should decrease the stun (to you) significantly. (One, or both of these may already be so, I dunno.)
Parrying a kick (downward parry) should result in the kicker being knocked over and, if the kick was parried with a weapon, take damage as if they were struck by a normal swing from that weapon to their feet.
[Secondary Attacks] (I don't consider this section particularly important, nor do I have much hope of most, or any of it being implemented) :
Increase time between kicks slightly.
Add a "Secondary Attack" button. Secondary attacks: Shove for people without a shield, Shield Bash for people with shields. The name 'Shove' is somewhat misleading, but it's all I could think of off the bat. Shoving should really be more of ramming into them, shoulder first, or something like that.
All secondary attacks should stun through shields, but the damage should go to the shield, not the user. Both should have a range shorter than kick.
(Shove): Very slight amount of damage. Minor chance of knock down. Stuns enemy for duration something like kick. The animation should be longer than kick, leaving the basher vulnerable to attack. Should have a slightly higher cool down time than kick.
(Shield Bash): The damage should be very small as well, possibly related to your shield skill? Stuns enemy for a duration less than kick. The animation speed could be determined by the shield speed and slightly by the shield skill of the user (achingly slow with a heavy board shield and no shield skill), the average speed should probably be slightly faster than Shove, though. Could still counts as blocking while bashing (might present issues)? The cool down time should be similar to kick.
The cool down time should be shared between secondary attacks. So you don't have people going Shield Bash, Kick, Shield Bash, Kick.
Also see Collection of Weapon Suggestions.
No tl;dr, please.
[Archery]:
Separate arrow nocking from the aiming and firing process. This would give bows a better chance at fighting crossbows when both opponents are behind cover. And it would make organizing arrow volleys easier. It should be impossible to sprint while you have an arrow nocked.
"Archers, Hear me!" "Ready!" This command would tell them to nock a arrow. "Take aim!" This one would, obviously, tell them to pull their bows back and aim at their nearest enemies. "Fire!" This one goes without saying. It would probably be best to tell them to fire shortly after telling them to aim, for obvious reasons.
Lower the accuracy penalty that comes with having less Powerdraw than the best possible for that bow.
Decrease the peak accuracy of all bows, slightly.
Increase the time the bow reticule stays at peak accuracy.
Increase the chance of crossbows breaking through shields by a small amount. At the moment they very rarely do so for only Siege Crossbows. A Heavy Crossbow should be able to shoot through a lowest tier infantry shield consistently. Heck, a plain old Crossbow should be able to shoot through a lowest tier infantry shield most of the time.
Lower or remove the inaccuracy in missile flight that comes even with a perfect reticule.
[Melee Weapons]:
**Increase minimum time between swings, depending on the weight (largest effect) and length (slight effect) of the weapon.** (Particularly important here.)
Force "Long Axes" into polearm mode. Whether they should use two-handed or polearm proficiency escapes me.
[Crouching]:
Add a "Crouch" button.
Effects of Crouching: You are noticeably slower at walking. Your hit-boxes are a good deal closer together vertically, thus, somewhat harder to hit. Some weapons might be unusable while crouching, larger bows (warbow, longbow) and probably two-handed weapons in general.
[Shields]:
Remove the invisible forcefield protecting shield users from missiles.
Crouching while holding up a shield should result in you bracing yourself against the shield, instead of crouching normally. (Why, yes, I did rip that name off of one of Tibertus' suggestions.)
Effects of Bracing: You would get the invisible forcefield effect we have now, covering pretty much the entire front part of your body. Most of you would be behind the shield, anyway. You walk significantly slower, just like crouching normally. You are unable to attack with any weapon while bracing, as you are constantly holding your shield up.
You could also just skip crouching altogether, and add a Brace button instead.
The nice thing about Bracing is that it would allow for the removal of the invisible shield forcefield, while still giving infantry the ability to assault fortified archer holds, such as castles or ruins. The slowed walking speed would likely unbalance castle maps in favor of the defenders, I would recommend increasing the round timer by several minutes.
Parrying with a shield should be directional, while blocking should not. (It may seem like I stole the idea from AoC, who suggested the idea in the fairly recent past. If it is any consultation, I also thought of the idea just before reading his post.
[Parrying]:
The window for parrying should be a just little bit larger.
Parrying an overhead swing from a block/shield crushing weapon should deflect the blow, and parrying a stunning weapon should decrease the stun (to you) significantly. (One, or both of these may already be so, I dunno.)
Parrying a kick (downward parry) should result in the kicker being knocked over and, if the kick was parried with a weapon, take damage as if they were struck by a normal swing from that weapon to their feet.
[Secondary Attacks] (I don't consider this section particularly important, nor do I have much hope of most, or any of it being implemented) :
Increase time between kicks slightly.
Add a "Secondary Attack" button. Secondary attacks: Shove for people without a shield, Shield Bash for people with shields. The name 'Shove' is somewhat misleading, but it's all I could think of off the bat. Shoving should really be more of ramming into them, shoulder first, or something like that.
All secondary attacks should stun through shields, but the damage should go to the shield, not the user. Both should have a range shorter than kick.
(Shove): Very slight amount of damage. Minor chance of knock down. Stuns enemy for duration something like kick. The animation should be longer than kick, leaving the basher vulnerable to attack. Should have a slightly higher cool down time than kick.
(Shield Bash): The damage should be very small as well, possibly related to your shield skill? Stuns enemy for a duration less than kick. The animation speed could be determined by the shield speed and slightly by the shield skill of the user (achingly slow with a heavy board shield and no shield skill), the average speed should probably be slightly faster than Shove, though. Could still counts as blocking while bashing (might present issues)? The cool down time should be similar to kick.
The cool down time should be shared between secondary attacks. So you don't have people going Shield Bash, Kick, Shield Bash, Kick.
Also see Collection of Weapon Suggestions.
No tl;dr, please.

