The current system is perfect for blocking cuts and swings (it is amazing how it resembles real swordplay).
With thrust however, it's a bit awkard. To block a cut, a you just assume the correct defensive stance and wait for the attacking weapon to meet yours. You can meet multiple attacks from the same direction without moving your guard at all (or just making slight corrections) - that's why it is advisable to attack from different directions in offensive combinations. Thus far, the game reflects this perfectly.
With trusts, it's anoter matter entirely. To defend aginst a thrust, the defender has to either sidestep the attack, or use his weapon to push the attacking weapon aside, so that it misses his body, or he can use combination of both these techniques. There are also more exotic ways of meeting the thrust, such as inkvartata (avoiding and counter-thrusting in the same tempo), back ward lunge, batuta, binding the blade before thrust and so on.
The point is that in case of a thrust, the defender must perform active, well-timed action. In contrast to swings, if I parry a thrust and leave the weapon where it finished, I won't be able to block another thrust (this corresponds to holding 'block' button in the game). It should be possible for swings, but not for thrusts (releasing and pressing the 'block' should be required). So far, the game deals with thrusts and swings equally.
The fact that thrusts are more difficult to block is reflected by the evolution of European fencing from gothic to rennaisance, the shift from swords with broader, cutting blade, held in a full fist to rapiers and tinner blades held with forefinger in front of the guard. Cutting in a duel was abandoned in favor of thrusts (Agrippa).
This would strengthen the spears and pikes a bit, because now you just need to hold 'block' and the spearman can't touch you. It would also help dismounted lancers (though lance is a pretty useless weapon for foot melee anyway).
Shield is of course exception to this - blocking a thrust with a shield is much easier, but you must still alternate different blocks if it does not cover the whole body.
With thrust however, it's a bit awkard. To block a cut, a you just assume the correct defensive stance and wait for the attacking weapon to meet yours. You can meet multiple attacks from the same direction without moving your guard at all (or just making slight corrections) - that's why it is advisable to attack from different directions in offensive combinations. Thus far, the game reflects this perfectly.
With trusts, it's anoter matter entirely. To defend aginst a thrust, the defender has to either sidestep the attack, or use his weapon to push the attacking weapon aside, so that it misses his body, or he can use combination of both these techniques. There are also more exotic ways of meeting the thrust, such as inkvartata (avoiding and counter-thrusting in the same tempo), back ward lunge, batuta, binding the blade before thrust and so on.
The point is that in case of a thrust, the defender must perform active, well-timed action. In contrast to swings, if I parry a thrust and leave the weapon where it finished, I won't be able to block another thrust (this corresponds to holding 'block' button in the game). It should be possible for swings, but not for thrusts (releasing and pressing the 'block' should be required). So far, the game deals with thrusts and swings equally.
The fact that thrusts are more difficult to block is reflected by the evolution of European fencing from gothic to rennaisance, the shift from swords with broader, cutting blade, held in a full fist to rapiers and tinner blades held with forefinger in front of the guard. Cutting in a duel was abandoned in favor of thrusts (Agrippa).
This would strengthen the spears and pikes a bit, because now you just need to hold 'block' and the spearman can't touch you. It would also help dismounted lancers (though lance is a pretty useless weapon for foot melee anyway).
Shield is of course exception to this - blocking a thrust with a shield is much easier, but you must still alternate different blocks if it does not cover the whole body.