additions to the combat system (Lugaru)
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I knew my decision to steal Mifune's name would come to haunt me some time.
I had no idea what the kanji used to write toshiro meant (laziness on my part). I was just awed by the person. So: My apologies if I offended anyone. I will, however, continue using the name as my alter ego for the web.
As for the wave cut technique... I guess it IS rather pointless to implement that. I just thought it'd be fun.
As for combat system additions:
The staff fighting system in Lugaru only uses the 'cutting', or rather, bashing aspects, neglecting the use as a spear. The weapons newspost by David showed there would be bardiches and other polearm weapons, so I'm guessing puncturing will be introduced, too.
I had no idea what the kanji used to write toshiro meant (laziness on my part). I was just awed by the person. So: My apologies if I offended anyone. I will, however, continue using the name as my alter ego for the web.
As for the wave cut technique... I guess it IS rather pointless to implement that. I just thought it'd be fun.
As for combat system additions:
The staff fighting system in Lugaru only uses the 'cutting', or rather, bashing aspects, neglecting the use as a spear. The weapons newspost by David showed there would be bardiches and other polearm weapons, so I'm guessing puncturing will be introduced, too.
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sorry i havent been on for a while,
I think there should be two of "health"
-Standard HP
-Energy
where if your energy runs out you fall unconsious for a 3-4 minute period (when this happedns time speeds up) energy also drastically effects your performance by slowing you down and decreces how powerful your attracks are, and if there is water, it would affect how long you can stay under water
and if your health runs out you die
energy runs out 3 times as fast as health
this would make the combat very realistic
I think there should be two of "health"
-Standard HP
-Energy
where if your energy runs out you fall unconsious for a 3-4 minute period (when this happedns time speeds up) energy also drastically effects your performance by slowing you down and decreces how powerful your attracks are, and if there is water, it would affect how long you can stay under water
and if your health runs out you die
energy runs out 3 times as fast as health
this would make the combat very realistic
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- official Wolfire heckler
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Re: additions to the combat system
Broken bones. Pain -> Blur effect. Fear, panic, berserk mode, throwing sand to blind opponents, using opponents when jumping at them to jump again. Different techniques (snake, dragon, phoenix, tiger, mantis stance).Homocidal Ham wrote:What do you think would make the combat system better?
Realistic damage, like in Bushido Blade.
Matrix-like camera effects.
Edit: Oh, and the ability to fight while falling.
Something like stamina might be an add - punch/kick strength, run speed, and damage tolerance all decrease as Turner uses up more calories.
This shouldn't start affecting things as soon as he throws one punch, though - maybe only when he's running on an empty stomach after fighting for prolonged durations (Kinda like a buffer, then a stomach growl, then things slowly start getting bad for the overactive Turner).
Running out of stamina means Turner can't run very fast, attacks weakly, and can't defend himself as well, maybe even tripping over himself occasionally - but nothing as drastic as collapsing from exhaustion.
If you want to use the "doing more increases stats" thing, fine.
Wearing armor and using weapons, depending on their weight values, would increase the stamina consumption - until Turner becomes used to the heavier equipment.
This shouldn't start affecting things as soon as he throws one punch, though - maybe only when he's running on an empty stomach after fighting for prolonged durations (Kinda like a buffer, then a stomach growl, then things slowly start getting bad for the overactive Turner).
Running out of stamina means Turner can't run very fast, attacks weakly, and can't defend himself as well, maybe even tripping over himself occasionally - but nothing as drastic as collapsing from exhaustion.
If you want to use the "doing more increases stats" thing, fine.
Wearing armor and using weapons, depending on their weight values, would increase the stamina consumption - until Turner becomes used to the heavier equipment.
These added realism aspects should have a toggle, possibly based on the difficulty level selected, ala Metal Gear Solid 3 (Very Easy, Easy, Normal, Hard... I think there's another one above that...)
Though, it might be more user friendly if they could toggle the added realism on/off and keep the normal fighting difficulty as a seperate option:
"Select Difficulty: Easy, Normal, Hard, Insane;
Select Survival Realism: Off, On, 'Welcome to the Matrix' "
An option for graphical stuff, like blood and dismemberments, should also be kept apart from these, so the ESRB rating can flip between T and M for an increased consumer base.
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As for more combat additions...
How about collision damage with furniture, walls, fauna/flora? Though, having it a little over-the-top would disrupt the game balance, IMO, forcing a fighting style of "keep far far away from walls and furniture" instead of concentrating on the active enemies, thus bringing the inanimate objects away from the background into the foreground of the player's mind - which would disrupt the suspension of disbelief.
Though, it might be more user friendly if they could toggle the added realism on/off and keep the normal fighting difficulty as a seperate option:
"Select Difficulty: Easy, Normal, Hard, Insane;
Select Survival Realism: Off, On, 'Welcome to the Matrix' "
An option for graphical stuff, like blood and dismemberments, should also be kept apart from these, so the ESRB rating can flip between T and M for an increased consumer base.
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As for more combat additions...
How about collision damage with furniture, walls, fauna/flora? Though, having it a little over-the-top would disrupt the game balance, IMO, forcing a fighting style of "keep far far away from walls and furniture" instead of concentrating on the active enemies, thus bringing the inanimate objects away from the background into the foreground of the player's mind - which would disrupt the suspension of disbelief.
If it includes M content, then it is rated M even if you can disable that content.Fournine wrote: An option for graphical stuff, like blood and dismemberments, should also be kept apart from these, so the ESRB rating can flip between T and M for an increased consumer base.
Soldier of Fortune had to sell a "tactical" bloodless version, instead of just having a Blood switch in the preferences.
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- Gramps
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I do think it got annoying when you are going through the air heading towards an enemy put cannot perform a move such as a flying kick or maybe a downward-slashing arc technique with a sword. This is not annoying enough to put me off, but I still thought it worth a mention.
I also think that people should not get their hopes up, because David cannot fit everything into the game. You shouldn't expect miracles of improvement for the next game. Not saying it's not going to be a hell of a lot better, but some people seem to get a bit carried away with stuff, with the complex combo system as an example. The simplicity of the game's controls and attacks with the context-sensitivity system is one of the games most appealing assets, so I wouldn't change that for the world.
I hope I don't get snapped at for saying that.
I also think that people should not get their hopes up, because David cannot fit everything into the game. You shouldn't expect miracles of improvement for the next game. Not saying it's not going to be a hell of a lot better, but some people seem to get a bit carried away with stuff, with the complex combo system as an example. The simplicity of the game's controls and attacks with the context-sensitivity system is one of the games most appealing assets, so I wouldn't change that for the world.
I hope I don't get snapped at for saying that.
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