loftar wrote:Lunarius_Haberdash wrote:Maybe I'm missing something, but that sounds like perfectly legitimate combat strategy there. "Wear your opponent down and then beat him when he's exhausted."
That's a legitimate argument, but with the way stamina works, it more or less becomes a purely boolean question of who started out with more of it. I know that's not entirely true and that drinking is still a relevant move and all, but it would arguably be nice, simply, if there were more dimensions to it. I'd generally not mind expanding on the "flight and pursuit" part of combat in general -- the same thing could arguably be said for hunting as well: it would be nice if it weren't simply a matter of who had the marginally higher speed.
I've considered such options as having speed slightly modified by the local slope of the terrain, or introducing some kind of pseudo-momentum into movement, so that navigating the terrain and maneuvering the character is more of a game, but I haven't really found any concrete idea that I feel happy about (and/or that can be somewhat quickly tested without major rewrites).
Combat moves that modify your or enemy movement speed are good solution.
"Reckless charge" - increase on you one of opening, you charge to enemy on four speed on any terrain without stamina drain
"Wreck the legs" consumes on enemy highest opening, reduces enemy movement by amount of that opening for N seconds