Hello! First off, let me say I'm a first time poster here, but a rather long time lurker (I've been watching the forums for some time before the game even released its alpha build), so I've been very quiet about talking and stuff. Secondly, I want to say thanks to Chris for so far doing quite amazingly well on the game, as I've definitely managed to spend quite some immense amounts of time playing it even this early on.
Now, I'm not sure if this has been covered before, but I've been rather curious about the AI skills and their fighting -- And more importantly, curious as to if there will be sword styles ever implemented to the fighting. Now, when I say sword styles, I don't mean real styles from ancient or medieval Japan era (though that -would- be pretty crazy!), but rather, generic styles of wielding a katana -- i.e. a 'high' stance where the character holds the sword above his shoulders. A game called Way of the Samurai for PS2 covered this well, having several distinct sword styles while being generic. Also, will it be possible to fight in an either aggressive or passive way later on in development? I would love to see AI have a more difficult time if their certain style is countered by another man's style.
I also have two much smaller suggestions, as I'm not sure if this is thought of yet -- Will we be able to choose if our characters are right or left handed? Its really a small thing, but I feel like its really important when you have both a left and right arm to damage! Secondly, is there any way to see momentum put in the game this early? Its lots of fun seeing bandits and the Holy Empire soldiers ragdoll, but I can't help but imagine how hilarious it would be to see one get flung off to the side with an extremely powerful blow with a fragment axe or something equally as heavy!
I'd love to hear what other people think about this, as it has been something that has been quietly been mulling in my head for some time, and wonder if its any good.
Sword Styles (And other oddities)
- Lorenzo666
- Posts: 171
- Joined: Sun Nov 27, 2011 9:11 am
- Location: ENGARLAND
The combat stances/styles sounds like a good idea, maybe a high stance is for focusing on attacking the head and blocking blows to the upper regions, and low stance is used for focusing damage on the legs and blocking attacks to the body and legs and leaving the head partially unprotected.
Left and right handedness would be nice, also maybe the option of getting left handed armour, so it protects the left arm rather than the right arm as that is their preferred sword arm.
And the improvement of physics I think may be a likely feature that Chris hasn't implemented yet as it seems very logical but might also be a pain in the arse to code so it is realistic and don't have people being flung around insanely. Know I'm sayin'?
Left and right handedness would be nice, also maybe the option of getting left handed armour, so it protects the left arm rather than the right arm as that is their preferred sword arm.
And the improvement of physics I think may be a likely feature that Chris hasn't implemented yet as it seems very logical but might also be a pain in the arse to code so it is realistic and don't have people being flung around insanely. Know I'm sayin'?
*Insert witty remark here*
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thePalindrome
- Posts: 9
- Joined: Fri Nov 04, 2011 11:18 pm
Sword stances would be nice, for example, consider this fight:
My character's name is bob for this example, and he is fighting joe, the hungry bandit.
bob hits joe for 99 damage to head
bob hits joe for 20 damage left leg
same as above
again
again, but arm
joe bleeds so much he is knocked out, but he will live...
I find an issue with that!
My character's name is bob for this example, and he is fighting joe, the hungry bandit.
bob hits joe for 99 damage to head
bob hits joe for 20 damage left leg
same as above
again
again, but arm
joe bleeds so much he is knocked out, but he will live...
I find an issue with that!
- Lorenzo666
- Posts: 171
- Joined: Sun Nov 27, 2011 9:11 am
- Location: ENGARLAND
Hopefully when the Medical System is made alot more complicated, taking into account if you've hit arteries and veins and whatnot, we will see more corpses rather than unconscious people.thePalindrome wrote:Sword stances would be nice, for example, consider this fight:
My character's name is bob for this example, and he is fighting joe, the hungry bandit.
bob hits joe for 99 damage to head
bob hits joe for 20 damage left leg
same as above
again
again, but arm
joe bleeds so much he is knocked out, but he will live...
I find an issue with that!
*Insert witty remark here*
Oh man yes, stances would be cool..
Furthermore (I realize this would be a ways off) you could choose the style at character creation (asthetic differences only, the moves would be the same but the damage you inflict is the same)
Then in the game have the option of aggressive neutral or defensive.. Maybe learn new / better styles(that have no effect on stats) at a skill trainer?
Right? Anybody? A bunch of neat animations to make your character unique from all your other hench while leaving his stats alone (to be changed through leveling or skills or whatever)
Furthermore (I realize this would be a ways off) you could choose the style at character creation (asthetic differences only, the moves would be the same but the damage you inflict is the same)
Then in the game have the option of aggressive neutral or defensive.. Maybe learn new / better styles(that have no effect on stats) at a skill trainer?
Right? Anybody? A bunch of neat animations to make your character unique from all your other hench while leaving his stats alone (to be changed through leveling or skills or whatever)
No no -- One major point of the game is that you -aren't- special; Hence, 'unique' animations for yourself over your henchmen is something I am much more against than anything.
The concept is that by training in a certain style of sword fighting, one can gain certain advantages and disadvantages in combat. E.g., a simple example:
We have three Swordsmen, A, B, and C. A has a two handed sword style with his katana that poises it in front of him. B has a one handed sword style that leaves the katana sheathed in combat until the last moment. C has a fragment axe and is an expert with heavy weapons.
A has an advantage as he's the middle ground of fighting, keeping a balanced approach of attack and defense. B has a focus on offense, where striking at the right possible moment can seriously wound or damage his opponent, but has to rely on a superior defense to even get the chance. C can take both men down as his expert ability in heavy weapons (and his, say 150 strength) can literally knock the blades out of both men's hands with a single swipe -- Provided they don't dodge the slower than average attack. In this sense, B has an advantage over C, C has the advantage over A (as he's more about blocking than dodging), and A has advantage over B.
Sword styles, if they should ever be implemented, can help focus men in different skills of fighting -- Hence one with really high melee offense and, say, mass combat skill, will fight two-handed with his katana in a lower position for big swipes and heavy slashes, whereas a swordsman with really high melee defense with relatively little mass combat experience but high dodge will be the focus of how Swordsman B is playing. -Or- they can be used to focus specific body parts (like what Lorenzo mentions).
Of course the point is all moot when you realized that's a -lot- of animating, but having such distinct styles represent certain thresholds of skill levels in-game would be fascinating to me.
The concept is that by training in a certain style of sword fighting, one can gain certain advantages and disadvantages in combat. E.g., a simple example:
We have three Swordsmen, A, B, and C. A has a two handed sword style with his katana that poises it in front of him. B has a one handed sword style that leaves the katana sheathed in combat until the last moment. C has a fragment axe and is an expert with heavy weapons.
A has an advantage as he's the middle ground of fighting, keeping a balanced approach of attack and defense. B has a focus on offense, where striking at the right possible moment can seriously wound or damage his opponent, but has to rely on a superior defense to even get the chance. C can take both men down as his expert ability in heavy weapons (and his, say 150 strength) can literally knock the blades out of both men's hands with a single swipe -- Provided they don't dodge the slower than average attack. In this sense, B has an advantage over C, C has the advantage over A (as he's more about blocking than dodging), and A has advantage over B.
Sword styles, if they should ever be implemented, can help focus men in different skills of fighting -- Hence one with really high melee offense and, say, mass combat skill, will fight two-handed with his katana in a lower position for big swipes and heavy slashes, whereas a swordsman with really high melee defense with relatively little mass combat experience but high dodge will be the focus of how Swordsman B is playing. -Or- they can be used to focus specific body parts (like what Lorenzo mentions).
Of course the point is all moot when you realized that's a -lot- of animating, but having such distinct styles represent certain thresholds of skill levels in-game would be fascinating to me.
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methodology
- Posts: 7
- Joined: Thu Nov 17, 2011 8:07 pm
That actually sounds like a great concept to have, something that would make the core fighting and character development even more fun. It would make henchmen training and recruiting from different styles much more important and make each one have a unique "personality" to them that would make them distinctive in your roster.
Like you would remember that recruit who was a practitioner in the Hiten Mitsurugi style (threw that reference in for you) and would dress/equip him appropriately, and as they progressed, you would grow even more attached to such characters. This could also lead to dojo's in the latter games that could train up your own faction of warriors.
Also, back to combat, having the concept of you not being the super strong hero of the world tied to this would make sword duels with some wandering stranger with a different style to yours dramatic as hell. It would add much more meaning to the factions as well, like engaging the sand ninjas would be much more deadly than just their attack and defense ratings would let on.
Like you would remember that recruit who was a practitioner in the Hiten Mitsurugi style (threw that reference in for you) and would dress/equip him appropriately, and as they progressed, you would grow even more attached to such characters. This could also lead to dojo's in the latter games that could train up your own faction of warriors.
Also, back to combat, having the concept of you not being the super strong hero of the world tied to this would make sword duels with some wandering stranger with a different style to yours dramatic as hell. It would add much more meaning to the factions as well, like engaging the sand ninjas would be much more deadly than just their attack and defense ratings would let on.
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