Lugaru 2 NEEDS GORE.
I remember True Crime 2 gave you multiple fighting stances like Tae Kwon Do, kick boxing, karate, wushu, thai boxing, but it was crap. The other styles were pointless, you could beat the game with just wushu and boxing. Oh, and San Andreas had that too, they sucked (street fighting FTW!!) and just ended up nerfing all the other playing styles.
I think the fighting styles should be changed around depending on who you're fighting, automatically. Like, you'd instinctively fight conservately if you were going against someone wielding a sharp knife, as apposed to someone who's unarmed.
I think the fighting styles should be changed around depending on who you're fighting, automatically. Like, you'd instinctively fight conservately if you were going against someone wielding a sharp knife, as apposed to someone who's unarmed.
Right. Quick attacks (left click) could be linked together quickly and are less succeptible to counters, but if you keep using them without much variation the enemy will easily counter it. Also, it would be hard to knock out an enemy with a Quick attack.Colicedus wrote:Well what do you mean? Like aggressive attacks and Quicker attacks?
i could think you press TAB for that. maybe with Aggressive you become more susceptible to Reversals but you do Higher DAMAGE. but with Quicker you are less likely to be Revers or miss, but the Damage is Low..
Aggressive (Strong) attacks would be initiated via right click or a button (for those still stuck with one-button mice) and, while easy for an enemy to counter when normally fighting, can be pulled off after softening an enemy with a Quick attack combo and will either send them stumbling/flying/knocked out easily.
I think the two options would keep things intuitive and context based, but allow more variety in the moves while keeping things strategic (you obviously can't just use Strong attacks, as you'll be constantly countered).
This could even be applied to stealth kills. While a slower and deadly Tracheotomy will finish an enemy off easily, a series of quick and brutal stabs to the back would be a vicious and sadistic (and less quiet) way to kill an enemy.
Also, I vote for a counter that let's you break an enemy's arm
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Colicedus
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or we could keep to tab to change combat styles.
any way, i use my right mouse button as Crouch, so i hate that idea.
i also think that if you do a slow Tracheotomy they could flip you (Press Shift to take em down by locking you're Legs on his head and drag him down, Smashing his head on the Ground in the Process) but they are still bleeding badly and there fore they die quick, but that will give them a chance to making there Violent Death not go in Vein.
any way, i use my right mouse button as Crouch, so i hate that idea.
i also think that if you do a slow Tracheotomy they could flip you (Press Shift to take em down by locking you're Legs on his head and drag him down, Smashing his head on the Ground in the Process) but they are still bleeding badly and there fore they die quick, but that will give them a chance to making there Violent Death not go in Vein.
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MacWiggy
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Not everyone share's your stupid keyboard configurations. Unless I'm mistaken, the majority of the gaming community uses right click as secondary attack. Anyone who disagrees with how the keys work in LU2 can just change them themselves.Colicedus wrote:any way, i use my right mouse button as Crouch, so i hate that idea.
Yeah, but that's for first person shooters, with guns.
Anywhere else, right click is block not a secondary move. In fact, I can't remember any melee game where the right click isn't a defensive move. (mount and blade, Oblivion, Dark Messiah, Condemned)
Though I don't think Lugaru should have right click as a defensive move. I like how Turner automatically knows to parry a sword when you left click and also strike when needed. So If you seperated the two, combat would just get alot harder than it already is, meaning the AI would have to be set slower for people, which would end up just making combat slower than what it was originally.
So I agree that right click should be a secondary move, not a defensive one.
Leave that with left clicking and shifting.
Anywhere else, right click is block not a secondary move. In fact, I can't remember any melee game where the right click isn't a defensive move. (mount and blade, Oblivion, Dark Messiah, Condemned)
Though I don't think Lugaru should have right click as a defensive move. I like how Turner automatically knows to parry a sword when you left click and also strike when needed. So If you seperated the two, combat would just get alot harder than it already is, meaning the AI would have to be set slower for people, which would end up just making combat slower than what it was originally.
So I agree that right click should be a secondary move, not a defensive one.
Leave that with left clicking and shifting.
Remember that the core of L1's control scheme was context-sensitive simplicity. I'm pretty sure they're not going to implement too many buttons for attacks.
But, I like the idea of cycling through fighting styles. It keeps the simplicity of a few-button control scheme while still allowing for a wide variety of moves.
But, I like the idea of cycling through fighting styles. It keeps the simplicity of a few-button control scheme while still allowing for a wide variety of moves.
I think cycling would become really annoying. It would feel oddly seperate and complex, like changing to a new weapon, rather than naturally switching to a variation on your fighting,
I still say one very good, deep in content but simple execution style would be best. And the two button idea is king, if I say so myself.
*Gets shot*
*With right click*
I'm sure someone must have a keyboard layout that weird.
I still say one very good, deep in content but simple execution style would be best. And the two button idea is king, if I say so myself.
*Gets shot*
*With right click*
I'm sure someone must have a keyboard layout that weird.
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Renegade_Turner
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You know the way in wrestling games like Smackdown and stuff, you assigned moves that you would do in a certain situation when certain buttons were pressed? That could be a nice idea.
Like, for your running move, you could set it to a leg cannon, or if it met your fancy, a running elbow smash, or whatever. I'm not good at making moves.
See what I mean, though? You could aquire new abilities/learn new moves as you journeyed, possibly visit rabbit dojos and learn new techniques from different martial arts masters.
Like, for your running move, you could set it to a leg cannon, or if it met your fancy, a running elbow smash, or whatever. I'm not good at making moves.
See what I mean, though? You could aquire new abilities/learn new moves as you journeyed, possibly visit rabbit dojos and learn new techniques from different martial arts masters.
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Grayswandir
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Renegade_Turner
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MacWiggy
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If by "button commands" you mean X-X-Y-Y-Left-Right-Right-X-Y-X, then no. Lugaru didn't have any complicated key combinations, and that's why we loved it. I like the idea of preset commands. The only problem is you'd have to pause a lot to get to each move.Grayswandir wrote:Interesting idea, but wouldn't that kill the object of learning how to do all the moves somewhat? I mean, hey, I just learned how to do [uber move a], instead of learning the buttons commands, I'll just assign it to right-click!!! WHEEEEZ!!!!
Anyway, still not a bad idea.