The Pope
Sergeant Knight
--+SHORT VERSION FOR THOSE WITH SHORT ATTENTION SPANS+--
Hitting people is fun. This suggestion will make it more fun.
--+FULL VERSION+--
Mount & Blade needs a new damage system. The current on has a fair few problems - it doesn't give enough flexibility for balancing weapons and armor, it feels gamey and most importantly chipping away at an imaginary number until someone falls over is boring. My suggestion to improve this is to replace hit points with stamina, rework the armor penetration system and add wound effects which can be inflicted if a weapon does enough damage. This will add a lot of tactical decisions to combat and allow certain weapons to be effective and interesting without needing cheesy one hit kills. I'd say this is second only to AI improvement in terms of making combat more fun.
STAMINA:
The current hit point bar should be replaced with a stamina bar. This would add a lot of decision making to combat; a player would have to decide whether to press an attack on a wavering enemy or step back and defend to avoid overextending himself and becoming vulnerable to other enemies. Stamina would drop from sprinting, attacking and getting hit, though only getting hit could drop it below 25%. For an unwounded character, stamina would drop slowly and regenerate quickly. However, many wound effects would reduce your stamina regeneration and cap, so a wounded soldier would have to be far more careful with it. Particularly serious wounds (or large numbers of minor ones) could even push it into negative regeneration, representing a character finding the strength to fight on for a few moments before collapsing. The effects of fatigue would consist of slowdown, reduced damage and eventual knockdown when it hits 0. After falling down, you would lie on the ground until it regenerates back up above 0 and an enemy would be able to finish you off with a Gothic style kill animation unless your allies could help you. Also, a severely wounded character will bleed to death if degenerates below -100%.
ARMOR:
Right now, a suit of armor just has a protection value and a weight. A few more stats are necessary to allow for enough variety between different types of armor - a breastplate is just as protective as full plate, but it only protects the torso. How do you represent that in current M&B? I'd suggest giving armor a stats called deflect and soak, as well as splitting up the hit areas and allowing separate values for each one from each piece. Weapons would have damage replaced with penetration and impact. Deflection would represent the ability of armor to prevent a weapon from reaching the flesh underneath. If a hit causes enough penetrate damage to break through the weapons deflection, it has entered the flesh and the amount it beats the deflection score by represents how deep it has gone. Soak represents the ability of armor to spread a blow and counters impact damage. Blows which do enough damage to go through the soak stat have injured the target regardless of whether the actually break through the armor. Any damage of either type which beats its defence score will inflict stamina damage. Finally, it would be nice if the damage and armor types were left open so that modders could add their own damage types and protection to counter it. A mod with fireball throwing wizards should be able to add fire damage, for example. A last change I'm ambivalent about is adding in a coverage stat which adds a chance for weapons to find a weak point in the armor. On one hand, it would be incredibly infuriating to come up against an enemy practically immune to your weapons. On the other, I don't really like randomness.
WOUNDS:
Every hitbox would have a table comparing damage and hit type. After a hit, the game would apply the applicable wounds. For example a sword blow might get 15 points of penetrate damage through and 9 points of impact. This would apply the moderate penetrate effect and minor impact effect. Each wound would have effects ranging from merely playing a flinch animation to dying instantly, and a wound could apply multiple effects. An option would allow you to see wound names, for example "You have inflicted: Broken Ribs and Major Bleeding" after clobbering someone with an axe.
EXAMPLE TORSO WOUND TABLE:
1-2 - No effect, this damage only reduces stamina.
3-9 - This damage causes a flinch animation.
10-19 - Penetrate damage causes a flinch animation and mildly reduces stamina regen for the rest of the battle, impact damage causes a longer stagger animation but has no lasting effects.
20-29 - Penetrate damage causes the stagger animation and inflicts regen reduction, impact staggers, concusses (brief slowdown and blurred vision) and inflicts mild stamina regen reduction.
30-39 - Penetrate damage staggers and seriously reduces regen, impact knocks down, concusses and reduces regen.
40+ - Penetrate kills instantly with an extra gory animation, impact knocks down then inflicts a major regen reduction and concussion.
CONTROLS:
A sprint button would be handy with this new stamina system. It could replace the currently rather useless jump button, or a new button could be added for it. If jump is kept, I'd like to see it become more of a directional lunge/dodge rather than the current high jump. The use key would be fine for triggering the finishing off animation.
RIPOSTES:
This one is only tangentially related, but I like the idea so I'll stick it in anyway. While blocking, if you hold the attack button down while releasing you'll perform a quick low damage attack instead of just returning your weapon to its ready position. This would be an easy way of implementing things like shield bashes without needing extra buttons.
Hitting people is fun. This suggestion will make it more fun.
--+FULL VERSION+--
Mount & Blade needs a new damage system. The current on has a fair few problems - it doesn't give enough flexibility for balancing weapons and armor, it feels gamey and most importantly chipping away at an imaginary number until someone falls over is boring. My suggestion to improve this is to replace hit points with stamina, rework the armor penetration system and add wound effects which can be inflicted if a weapon does enough damage. This will add a lot of tactical decisions to combat and allow certain weapons to be effective and interesting without needing cheesy one hit kills. I'd say this is second only to AI improvement in terms of making combat more fun.
STAMINA:
The current hit point bar should be replaced with a stamina bar. This would add a lot of decision making to combat; a player would have to decide whether to press an attack on a wavering enemy or step back and defend to avoid overextending himself and becoming vulnerable to other enemies. Stamina would drop from sprinting, attacking and getting hit, though only getting hit could drop it below 25%. For an unwounded character, stamina would drop slowly and regenerate quickly. However, many wound effects would reduce your stamina regeneration and cap, so a wounded soldier would have to be far more careful with it. Particularly serious wounds (or large numbers of minor ones) could even push it into negative regeneration, representing a character finding the strength to fight on for a few moments before collapsing. The effects of fatigue would consist of slowdown, reduced damage and eventual knockdown when it hits 0. After falling down, you would lie on the ground until it regenerates back up above 0 and an enemy would be able to finish you off with a Gothic style kill animation unless your allies could help you. Also, a severely wounded character will bleed to death if degenerates below -100%.
ARMOR:
Right now, a suit of armor just has a protection value and a weight. A few more stats are necessary to allow for enough variety between different types of armor - a breastplate is just as protective as full plate, but it only protects the torso. How do you represent that in current M&B? I'd suggest giving armor a stats called deflect and soak, as well as splitting up the hit areas and allowing separate values for each one from each piece. Weapons would have damage replaced with penetration and impact. Deflection would represent the ability of armor to prevent a weapon from reaching the flesh underneath. If a hit causes enough penetrate damage to break through the weapons deflection, it has entered the flesh and the amount it beats the deflection score by represents how deep it has gone. Soak represents the ability of armor to spread a blow and counters impact damage. Blows which do enough damage to go through the soak stat have injured the target regardless of whether the actually break through the armor. Any damage of either type which beats its defence score will inflict stamina damage. Finally, it would be nice if the damage and armor types were left open so that modders could add their own damage types and protection to counter it. A mod with fireball throwing wizards should be able to add fire damage, for example. A last change I'm ambivalent about is adding in a coverage stat which adds a chance for weapons to find a weak point in the armor. On one hand, it would be incredibly infuriating to come up against an enemy practically immune to your weapons. On the other, I don't really like randomness.
WOUNDS:
Every hitbox would have a table comparing damage and hit type. After a hit, the game would apply the applicable wounds. For example a sword blow might get 15 points of penetrate damage through and 9 points of impact. This would apply the moderate penetrate effect and minor impact effect. Each wound would have effects ranging from merely playing a flinch animation to dying instantly, and a wound could apply multiple effects. An option would allow you to see wound names, for example "You have inflicted: Broken Ribs and Major Bleeding" after clobbering someone with an axe.
EXAMPLE TORSO WOUND TABLE:
1-2 - No effect, this damage only reduces stamina.
3-9 - This damage causes a flinch animation.
10-19 - Penetrate damage causes a flinch animation and mildly reduces stamina regen for the rest of the battle, impact damage causes a longer stagger animation but has no lasting effects.
20-29 - Penetrate damage causes the stagger animation and inflicts regen reduction, impact staggers, concusses (brief slowdown and blurred vision) and inflicts mild stamina regen reduction.
30-39 - Penetrate damage staggers and seriously reduces regen, impact knocks down, concusses and reduces regen.
40+ - Penetrate kills instantly with an extra gory animation, impact knocks down then inflicts a major regen reduction and concussion.
CONTROLS:
A sprint button would be handy with this new stamina system. It could replace the currently rather useless jump button, or a new button could be added for it. If jump is kept, I'd like to see it become more of a directional lunge/dodge rather than the current high jump. The use key would be fine for triggering the finishing off animation.
RIPOSTES:
This one is only tangentially related, but I like the idea so I'll stick it in anyway. While blocking, if you hold the attack button down while releasing you'll perform a quick low damage attack instead of just returning your weapon to its ready position. This would be an easy way of implementing things like shield bashes without needing extra buttons.