Here\'s what I think (as far as melee goes):
1) Get your weapon and equip it
2) Go out into a battle area
3) Find an enemy
4) Click on the enemy (once)
-> Your character then engages the enemy in melee combat
5) Somehow the first attacker is determined*
6) Since the recipient is ready they will have the opportunity to block the attack
7) Now you enter full combat mode, and select your stance
A) Defensive
i) Wait for your opponent to make their attack
ii) You attempt to block their attack, with your character\'s and gear\'s attributes calculating the time required to prepare for the next attack. If your oppenent can attack faster than you can block, you will automatically fail to block 50%* of the time
iii) If you succeed in blocking, there is a chance that your opponent is thrown off guard. You can then make an attack (with 0% chance of being blocked), and either choose to switch to an attack stance or stay defensive.
iv) If you fail to block, damage is calculated and you return to your defensive stance.
v) Repeat as necessary
B) Offensive
i) Attack as soon as fast as your attributes and gear allows
ii) Your oppenent will then make a calculated chance to block
iii) If they fail to block, damage is distributed accordingly, and you prepare to make your next attack
iv) If they succeed in blocking, you deal no damage, and there is a chance for you to be thrown off guard. Your oppenent then gets a free hit off of you
v) Repeat as necessary
*There\'ll be some better way of calculating this in-game, but it needs to be mentioned here
Basically, I\'d like a system where it\'s not a completely monotonous turn-based system, but not a rapid click-fest either. Your and your oppenent\'s attack/defend speed will determine how often hits are laid and how often they are blocked. If you can attack a lot faster than they can defend, you\'ve got it easy. If you can\'t, then it\'s possible to sit and try to block each attack with the hope of throwing them off guard. And if you\'re too slow to attempt to block each attack, you\'re toast
I like this arrangement, because you could account for a lot more variables, and create strategies. Ex: Your enemy may have a very large broad sword equipped, but if he\'s a bit slow and you\'re good at defending, just sit there and block his attacks; after a short while, his heavy sword will start to wear him down, decreasing his attack rate, allowing you to then attack on your own when he\'s too tired to defend.
Disclaimer: I have no real-life combat experience. This is simply a summary of things I have learned from playing other games and is a rough opinion of how I think game combat should be implemented. It\'s also very late at night
