Post
by Endoperez » Thu Jan 15, 2009 12:08 am
Various things that I'd like to be able to do, or things I'd like to get changed.
Make it possible to attack from a range that's slightly larger than the range where that attack hits. Most attacks shouldn't be counterable at such a distance. Running into the attack will hurt as usual. Some weapons should have attacks that can hit from a long range, but judging the distance wrong will leave you open for the enemy's attack.
Sometimes when I'm sneaking on a high roof/box, and spy an enemy down below me. I want to take careful aim and jump down on him, dealing lots of damage. Haven't been able to do this on purpose in Lugaru, although I did get "death from above" few times when I was evading enemies/being thrown around.
More: silently drop down behind an enemy and attack him before he knows you're there. Haven't been able to do this either.
More: ability to climb up a tree, or at least take a hold of a tree you jumped into. Then wait until an enemy is close, and do the "Death from above" attack as above.
Possible control scheme: holding shift while airborne makes you land safely, but pressing shift just while you are landing makes you land perfectly and silently, letting you ambush enemies. Pressing shift too early/too late while trying the perfect landing makes you stagger or, if it went badly, fall down.
More control over jumps. Sometimes I want to jump on top of that far-away building, sometimes I want to jump near it. Same for enemies: sometimes I want to get close to them fast, sometimes I want to jump on them, sometimes I want to jump above them to confuse them/to get out from the centre of an enemy group.
Possible control scheme: doing the shift-roll in the air lets you change your speed and/or direction.
More: if it looks like you're landing straight on top of an enemy, ability to make a tacke (like from animal run) either automatically or manually.
Situation-spesific evasion animations. Shift+direction is evasion, and on even ground it's performed by rolling away. On uneven ground or when standing on a fence, you instead perform a little jump to the evasion-direction, trying to stay on the same elevation if possible. Example: a fight in the treetops.
Actions that cause noise, or look interesting enough for the enemies to get a better look at. Example: take a rock, then throw it through a bush to the enemy's direction to make him come look at the noise.
More: When sticking a dagger or a sword to the ground (to clean it from blood), an option to press 'q' to leave it stuck there in an upright position. Enemies that see it will come to take it.
More: ability to stick knives into trees in the same way.
More: if they have been alerted to your presence previously, enemies have a very small chance of going to get their friends when they would normally go nearby to inspect it. Even best plans won't always work.
More: enemies will act unpredictably near corpses. They might run towards it, go get help, stay true to their original route, become nervous and randomly stop to look for any motion nearby, etc.
If you use knife to a corpse, you gut it open. The wound bleeds severely, masking other scents in the area. While enemies near the corpse are more attentive, wind direction doesn't matter.
When doing the "clean your weapon from blood" command with no weapons, you instead check the wind direction, e.g. by grabbing some sand and throwing it into the air.
Different options for weapons:
For some weapons like staff, pressing 'e' changes into a stance that makes disarming more difficult but doesn't let you benefit as much from it. Doing this would be very fast.
More: ability to sheathe/unsheathe swords and daggers mid-jump. If the air-time is too short, you take little damage but complete the action.
Dynamic combat against several opponents. An enemy attacks me, I evade the attack and he accidentally hits his friend, who falls down.
More: Two enemies are running towards me. The first one attacks and I perform a successful counter; instead of throwing him over me, I push him back, making them both fall down.
More: Two enemies are attacking me with different attacks. I successfully counter the first attack, and use the move to block the second attack.
More: I attack, but an enemy counters. Instead of throwing me over, he pushes me back towards the attack his friend is making.
More: I make a round-kick, but enemy crouches down and rises up. Instead of pushing me away, he keeps me in place while his friends attack. You can free yourself, but you have to realize that he's trying to hold you in place first and use a different counter.
More: When I round-kick, the kicking leg is changed if there's a wall or an enemy in the other direction. No automatic "if there's anything close by, kick the enemy into it", but "if a right kick makes him hit a tree and a left kick kicks him away from the tree, kick him into a tree".
I'd like to see taking your opponent's weapon when disarming made more rare. Successful counters to weapons could let the counterer move to a more advantageous position (to the countereé's side or even behind him) or make the other person fall down/push him away/stagger him for a moment. Weapon combat shouldn't be a game of "tag, now I'm the swordsman".
More: spesific attack after a spesific counter knocks a weapon from the opponent's hand
More: some disarms that make the weapon fall to the ground or kick them away, denying it from both fighters. For a while, at least.
When you have a knife, possibility of using it to cut a sapling to make a club. Takes time, is very noisy and the freshly-cut tree might even have a distinct smell.
Making some attacks require you to move at a certain speed. No one-step-leg-cannon. There could be a double-kick, just one not as powerful as a proper leg cannon.