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Wish list / Re: A radical change to all forms of combat.
« on: June 23, 2006, 02:30:46 pm »
How I imagine fight:
Man is very aware of not to be hurt by the opponent (that depends on his rage). They are moving in circle waiting for good opportunity to attack (weak spot, ballance/movement of enemy which make him easier to hit, that depends on fighter experience). When attack is performed the opponent is trying to defend (parry, dodge) and possibly use this situation to perform counterattack (which is in many cases the crucial moment in fight because the opponent is distracted by failed attack and he's not in optimal defensive position). The opponents are not running around because while wearing armour and drawn weapons it's very exhaustive. I think it's the same for humans and creatures (imagine fight between human and tiger).
If fighter decide to cast a spell he should be sure he won't be distracted by opponent (be more distanced from him).
When one of the combatants decide to flee he should throw away his weapons to run more effective (or at least sheathe his weapons), turn to opponent his back and run for life. Running backward is not much effective as long it is slower than few forward leaps of opponent. The speed of running should be determined by current fatique and current encumberance.
How I imagine fight in PS:
IMO is not possible to perform realtime fights like in Oblivion (which I like very much and it's very close to my imagination of fights) due lags. But my conception of turn based fight is some kind of boring. This could be improved to queue some kind special (power) attack. I like this idea because it's easier to anime to look it nice.
Man is very aware of not to be hurt by the opponent (that depends on his rage). They are moving in circle waiting for good opportunity to attack (weak spot, ballance/movement of enemy which make him easier to hit, that depends on fighter experience). When attack is performed the opponent is trying to defend (parry, dodge) and possibly use this situation to perform counterattack (which is in many cases the crucial moment in fight because the opponent is distracted by failed attack and he's not in optimal defensive position). The opponents are not running around because while wearing armour and drawn weapons it's very exhaustive. I think it's the same for humans and creatures (imagine fight between human and tiger).
If fighter decide to cast a spell he should be sure he won't be distracted by opponent (be more distanced from him).
When one of the combatants decide to flee he should throw away his weapons to run more effective (or at least sheathe his weapons), turn to opponent his back and run for life. Running backward is not much effective as long it is slower than few forward leaps of opponent. The speed of running should be determined by current fatique and current encumberance.
How I imagine fight in PS:
IMO is not possible to perform realtime fights like in Oblivion (which I like very much and it's very close to my imagination of fights) due lags. But my conception of turn based fight is some kind of boring. This could be improved to queue some kind special (power) attack. I like this idea because it's easier to anime to look it nice.