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additions to the combat system: critical hits

Posted: Sun Apr 30, 2006 4:33 pm
by Homocidal Ham
I just cant help but wonder how the rabbits can get up when ive hit them in the windpipe

this ahas got to stop

the critical hits should be as follows

No matter what: front of neck

light blunt attack: the temple

heavy blunt attack: the top of the head, the bottem-center of rib cage (front), solid hit and direct hit to the spine

throw (the same with impacts): when the the person's back bends enough, when the person's head jerks too suddenly and too far, when the top of the head or buttox impacts on the ground too hard

light edged attack: neck, heart, head, wrist

heavy edged attack: any where that there isn't armor

Posted: Sun Apr 30, 2006 10:30 pm
by Albab
Makes sense.

Posted: Sun Apr 30, 2006 11:07 pm
by Vib Rib
Physics-based damage, I love you.

Posted: Mon May 01, 2006 8:10 am
by Nuky
And don't forget the forbidden technique:
Groin-kick no Jutsu.

Posted: Sat Jun 03, 2006 8:23 pm
by wormguy
Nuky wrote:And don't forget the forbidden technique:
Groin-kick no Jutsu.
If that attack was included in the game, I would not ever use it out of honor and respect for my opponent.

Posted: Sat Jun 03, 2006 11:02 pm
by lpod100
ahahahaha, dood, that reminds me of a time in science class. our teacher had a rabbit and one day one of the girls picked it up and thought it was giving birth, but it turns out it was his testicles. needless to say, she wasn't the brightest bulb in the knife drawer...

Re: additions to the combat system: critical hits

Posted: Sat Jun 03, 2006 11:25 pm
by JLrep
Homocidal Ham wrote:I just cant help but wonder how the rabbits can get up when ive hit them in the windpipe

this ahas got to stop

the critical hits should be as follows

No matter what: front of neck

light blunt attack: the temple

heavy blunt attack: the top of the head, the bottem of rib cage (front), solid hit and direct hit to the spine

throw (the same with impacts): when the the person's back bends enough, when the person's head jerks too suddenly and too far, when the top of the head or buttox impacts on the ground too hard

light edged attack: neck, heart, head, wrist

heavy edged attack: any where that there isn't armor
I don't mean to be disrespectful, but you basically just said a long version of "make damage more realistic." Just remember that David has some impressive stretch-room when it comes to "realism" with his anthropomorphic rabbits, not to mention that some of what you mentioned can be taken by a skilled human martial artist.

And, uh, why a cut to the wrist? You bleed a lot but that's not going to kill you in a couple of seconds.

Of course, I'd love to see an effective single-knuckle strike to the eyeball... :twisted:

Posted: Sun Jun 04, 2006 12:16 am
by hdlsa
Sounds like a great idea but the critical hit locations might need to be tweeked a little.

Posted: Sun Jun 04, 2006 1:21 am
by Zantalos
For Lugaru 1, the ragdoll effects were able to work on everyone's computer, and were designed for fast paced fights so wierd poses wouldn't happen when people were spralled oover the floor.

If critical hits were put into Lugaru 1, the game would be incredibly easy. You and your oppenents hit each other hard in this game. It's not uncommon for an enemy to stretch out Turner's limbs to their extremities or hit his head so hard he's sent flying (which actually happens all the time). Just like all good kung-fu movies, awesome fights are expected, and main characters are notorious for getting their asses kicked without too much worry for their own safety. For some realistic fights, you'd have to tone down each attack since, pretty much all moves would critically damage you some way or another, but then... I don't know, critical hits would really be hard to do. The game would either be alot more stale or alot easier since, you would no longer be in matches where you're hitting each other across the level, or people would just die a whole lot quicker.

I still like location damage, critical hits does sound cool. It just can't be one hit kills or, (with pretty much every game engine's ragdoll effects) be applied too harshly on character skeletons since they always get twisted up in these kinds of rabbit fights (especially during throws. Ouch, another spinal chord injury).

Maybe, things that would temporarily effect you. Hitting the front neck would stop you a bit while you're holding your throat (Matrix? Neo hit that dude in the neck. It was like, "short punch, not! Throat jab").
The temple would either mess with the camera a bunch, or blacken out the screen.
Really nasty stuff like spine hits could temporarily stun you on the ground, maybe making it permanent if done to an enemy (sucks for them).
You know, stuff like that. Things that wouldn't nessecarily kill things instantly since you do it all the time on accident, but enough to actually notice, or to make fights more fun and interesting.

Posted: Sun Jun 04, 2006 2:31 am
by Jeff
I remember when Urban Terror introduced their new hit model system. It had ridiculous critical hit stuff such as getting shot in the kidney. No one can seriously aim for your kidney in a computer game!! It just led to seemingly random, totally lame instant kills.

The point of playing games is to have fun. You have that by having epic duels, like Zantalos said, where you send your opponent sprawling into trees and boulders, and guess what, he gets up, dusts himself off, and does it back to you! While I acknowledge that a lot people really do enjoy the one hit kill, "oh crap, you bumped my spinal cord and now I'm a paraplegic!" style of play in Rainbow 6 and other realism games, I can guarantee you that Lugaru is always going to be about smashing the crap out of people without having to worry about getting hit in the eyes or having your ear drums imploded.

Posted: Sun Jun 04, 2006 9:59 pm
by JLrep
^Haha. Guy shoots other guy in kidney: "Ha! Owned! Your blood is like, totally unfiltered now!" Other guy: "Holy crap, dude! I'm gonna have to be hooked up to one of those machines now for long term health!" First guy: "Yeah, showed you!"

And while I appreciate what you're saying about not having *actually* realistic fights, I think I must respectfully disagree with your statement about what Lugaru is about; you may be able to knock someone off into the distance without killing them, but that's because of the focus on the rabbits' 'power' of jumping, and not on their physical endurance, since in all other ways they are extremely weak.

Posted: Sun Jun 04, 2006 11:13 pm
by Eric
The principles (couldn't come up with a good word so tough luck figuring out what i mean) of Lugaru do not include random luck, which is what critical hits would entail.

Posted: Thu Jun 08, 2006 9:47 pm
by Homocidal Ham
the reason to do these things would these things would be 1:if there was aiming in L2, it would sometimes give you trade offs (do I hit an unprotected area and reduce risk of reversal, or do go for the neck and try and kill him quickly with a big chance of being reversed?) 2:these would force you to be more careful when fighting 3:it would give you more ways to dispatch your foes

P.S. about the dumb luke thing, Im not saying the if you were to just scrap over these areas, im saying if you get a solid and direct hit, and unlike urban terror these areas actually do make sence: you would die if i compacted your spine, punched you clear in the neck (im not talking about what neo does), or cut the artery on your wrist (sorry, i didn't specify that you had to cut a specific side). Of coarse one starts to ponder about tourniquets when you start to bleed to death, you could like rip a piece of your clothes and rap it tight around your injury

Posted: Thu Jun 08, 2006 10:14 pm
by JLrep
Homocidal Ham wrote:the reason to do these things would these things would be 1:if there was aiming in L2, it would sometimes give you trade offs (do I hit an unprotected area and reduce risk of reversal, or do go for the neck and try and kill him quickly with a big chance of being reversed?) ...
Careful how you phrase that - that's dangerously close to saying you'd prefer balance-based fighting over realism-based fighting.

And, I'm just curious, what are you referring to that Neo does? I can't think of anything.

Posted: Sun Jun 11, 2006 4:26 am
by toshiro
Hmm, are critical hits really randomized occurrences? Playing DOA 4 and sometimes watching the move indicator, it showed critical hits more often when I did a counter-blow than if I did a normal attack which the other character could have blocked. That could apply in Lugaru 2 as well, e.g if you sneak up from behind and deliver a roundhouse kick to the head, the opponent is at a severe disadvantage, what with not expecting the attack, possibly being rigid and thus enhancing the effect. Or if you ctach a blow by kicking upwards and smashing your opponent's lower arm with your steel-clad shin or your foot.

My guess is he's referring to Neo fighting Agent Smith in the subway station in The Matrix 1, where Smith catches his blow and Neo extends his fingers, to hit the throat of Smith. That struck me as pretty unbelievable, which is why it stuck in my memory.