Jump to content

Ideas for combat


Erik
 Share

Recommended Posts

WARNING: THIS SUGGESTION IS OUTDATED AND REALLY BAD. GO TO THIS LINK BELOW FOR A UPDATED SUGGESTION:

WARNING: THIS SUGGESTION IS OUTDATED AND REALLY BAD. GO TO THIS LINK ABOVE FOR A UPDATED SUGGESTION

First of, damage should be divided into three types: cutting, piercing and blunt damage. Why? Let's take a look on armor: Each piece of armor has a blunt tolerance and three protection multipliers for each type of damage. Different weapons and attacks deal different types or mixtures of them (Further described in weapon stats). An attack always carries blunt damage, and often some cutting or piercing damage. When an attack hits an armored target, it first deals blunt damage, if the blunt damage exceeds the blunt tolerance of the piece of armor it hits it also deals the cutting and piercing damage. Let's look at an example: an attack (42 blunt damage, 22 cutting damage, 0 piercing damage) hits a piece of armor(32 blunt tolerance, 45% blunt modifier, 80% cutting modifier, 92% piercing modifier), does the attack penetrate the armor? Yes, 42 blunt damage is greater than 32 blunt tolerance, therefore all types of damage hit. Damage calculation: 42 blunt damage * 45 + 22 cutting damage * 80% ~= 32 damage total.

Weapon stats: blunt, cutting and piercing damage, swing time, stamina requirement, movement modifier and reach.
When a player carries out an attack he is committed to it. That means he can't cancel it and the player can't rapidly turn (how much he can is determined by the movement modifier) for the duration of the attack (swing time).

Attacks/Controls: If the left mouse button is pressed the camera is locked and the direction the player draws the mouse determinate the attacking angle. When the player only clicks or doesn't move the mouse a stab is performed. Swings deal cutting damage, while stabs deal piercing damage. While swings have an attack cone, stabs are aimed at the looking point of the player

Movement: The heavier the armor the slower the player. Double tapping any movement key (wasd) performs a directional doge, the range of this doge is determined by the movement speed of the player. While attacking the movement speed is slowed down a but (not much).

Offhand: Similar to minecraft, but there are twohanded weapons like bastard swords that make the offhand unusable.

Blocking: Right clicking blocks attacks. A shield blocks every attack that hits it, but each block costs stamina (corresponding to the blocked attacks blunt damage). When stamina is drained, blocking becomes very ineffective. While blocking the player turn rate is lowered. Blocking with weapons is harder, turning is disabled, camera locked and the direction the player draws the mouse determinate the blocking angle.

 

Edited by Erik
Link to comment
Share on other sites

  • 3 weeks later...

Some great ideas here!  Not sure about moving the mouse as a means of aiming a weapon's swing, but the rest of it I can see easily.  On piercing weapons though- some piercing weapons would ignore blunt damage protection that armor would offer.  During the era of metal armor, piercing weapons were designed to punch holes in armor, and so suits of armor were particularly prone to such weapons.  Medieval war hammers with spikes on the back side, for instance.  Heavy blunt damage, and piercing damage an option when the situation called for it.  Such attacks were brutal, I would imagine, but slow as the spike would get stuck in the metal armor and thus make for longer periods of time before a second swing could be made when the spike side of the weapon was employed.

 

 

war hammer.jpg

Edited by Thalius
Link to comment
Share on other sites

  • 1 month later...
  • 11 months later...
 Share

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.