Pan_w_okularach wrote:jorb wrote:Pan_w_okularach wrote:You just can't come up with a sophisticated combat system based on such a boring premise.
Feel free to present better premises.
Let's go.
Directional Attacks & Blocks
Let's take already existing archery mechanic as the basis for directional attacks. How would it work? Basically you press on an ability, click in the desired direction which would make your character aim in that direction. When aiming bar is complete the attack is fully ready(max weight and damage). The relation shouldn't be linear: the attack should only be effective when the bar is at 70-80% or higher, so no cheap shots. Taking a swing shouldn't interrupt or slow character's movements down(ctrl+ left click to move around), maybe unless it's a very powerful attack. Naturally rhe range should be much shorter than with bows - I suggest 3-3.5 tiles for melee attacks(with a sword, axe etc) and 2 tiles for umarmed attacks. Setting even shorter range would probably make it too hard to hit anyone running or sprinting. Aiming speed should depend on the particular attack that is being used, for example: sting base aiming time is 2 sec, while cleave is 4 sec, perhaps it should also be modified by character's agi, but not too much. Generally unarmed attacks should take less time to charge but make less damage(or almost no damage) while melee attacks should take long to prepare but in return be deadly. It would also be great if attacks couldn't penetrate objects with hitboxes in the same way bow shots can't. Now unlike how archery currently works I suggest the direction of attack wouldn't allowed to be changed or adjusted in the middle of aiming. You can interrupt the attack and swing it in another direction but not change it saving the aim meter. That way the opponent would always be certain where the attack is going to go and have a chance to dodge it. That would also make autoaiming pointless, because you would need to be aiming where your target is going to be when your attack is ready rather than where it currently is, which you can only try to predict but can't know for sure.
Special attack effects. I think it'd be interesting if some attacks had pushing effect. Like a kick would push your opponent a few tiles away from you? Another thing that would be interesting to see is attacks that would make character charge into the direction of the attack, I'm not talking 100 tiles, maybe 5-10 tiles - nothing that game breaking. Character might require to stay still to prepare such attack.
Directional blocks. To counter attacks you could use directional blocks, that would work in a simular way as directional attacks. You activate the ability and point in the desired direction but unlike attacks blocks would be circular sectors rather than lines, protecting you from a whole range of angles from which attacks might come from. For example shiled up would cover a 120 degrees angle while parry or some anarmed block would be much smaller maybe 30 degrees. There should also be a block bar by analogy with aim bar. Unlike attacks blocks should be allowed to change direction at any time(maybe at the cost of losing some block bar). But unlike attacks blocks should probably slow character down, so you can't flee and hold a block.
What happens when an attack hits a block? Depending on the block, you lose some amount of defence(or opening is raised, if you wish but openings are a shitty mechanic I prefer defence bar). Some blocks would have good weight multiplier but maybe take long to activate, some may have small weight but quick to set. Every hit sets the block bar back, and if it goes to 0 the block disappears. Getting hit without a block(or from an angle the block doesn't cover) counts as a very shitty block, for example, with a weight of 0.25 or maybe less. If your defence goes to 0 you start recieving damage. Having an attack ready should aslo count as some kind of weak block.
UI.
line showing the dirction and range of the attack I'm about to perform:
half circle on the ground representing my shield up block:
Moves, ruses and other combat abilities. Other than blocks and attacks there should be other combat moves to manipulate various parameters like IP's or defence(opening) and whatnot. For some abilities you would require to be within a certain distance of your opponent, for some not. Pretty standard stuff. Some moves, particulary those to restore defence, might require to stay still for a moment or two.
So thats my concept of a non-target combat system. Can try to develop it further if the devs show interest, meanwhile feel free to comment and suggest your own ideas. Don't be lazy cause we are going to get stuck with that turd of a combat system for another year if we don't come up with something.
ArgentRhapsody wrote:so, essentially, salem combat.
overtyped wrote:ArgentRhapsody wrote:so, essentially, salem combat.
ye, there is absolutely nothing wrong with targeting combat, changing it wouldn't be haven
overtyped wrote:ArgentRhapsody wrote:so, essentially, salem combat.
ye, there is absolutely nothing wrong with targeting combat, changing it wouldn't be haven
sinko wrote:https://www.youtube.com/watch?v=AQUkJ9oQU1Q
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