Okay so I was wondering,
Since this games' focus is on swordsmanship, and with the various types of swords already implemented into the alpha. I figure stances should be more developed having a "turtle" stance is nice but what about a zealot type of stance where the unit lowers their defense for faster attack speed and higher damaging power. In addition the adding of a 2nd weapon slot in the interface, having a stance change where the unit swaps from a heavy chopper to a light set of katana for more armor piercing. That also leads me to ask will dual wielding be implemented in the game?
Thoughts?
Swords/Sword stances
I don't really see the point in stances myself but I can see how it could make combat more interesting, duel wielding is something I would love to see implemented, although it would need to be limited to smaller weapons.
I agree mostly smaller weapons that would permit dual wielding, something currently implemented in the game is the short katana I'd like to see that have the dual wield capability.
This doesn't really pertain to the thread topic but I'd like to see sparing, so if you have ambitions to create an elite force of say ninjas you could do so by having them spar to give them combat experience quicker (probably at a higher rate then training dummies but still lower then actual combat).
I have a couple stances I feel should be implemented. These stances would be directly affected by attributes such as strength and dexterity in their effectiveness.
First, Dodge/Counter Stance
This stance would have emphasis on evading attacks via dodge not by parrying/blocking. This would allow lighter weapon wielders as edge against heavy weapons that would normally break the block of the defender. This stance would allow the defender an opportunity attack on the attacker if the attacker had missed an attack.
Second, Parrying/Deflection Stance
This stance would be for certain heavier classes of swords where the wielder would reduce incoming damage on an unsuccessful block damage reduction would depend on the size of the sword (bigger sword more protection). This stance is primarily a defensive stance, the wielder would have to be strong enough to wield the heavy sword normally to take advantage of the damage reduction.
Third, Berserker's Stance
This stance would be devoid of defensive measures and is solely focused on attack where the wielder would have an increased attack rate and attack damage. In addition the wielder would have a greater chance to sever a limb on an unsuccessful block of the defender. This stance would increase the damage taken by the wielder since there is no focus on defense.
Since this game is mainly about swords and sword fighting it would be nice to see various styles of sword, things like the claymore (although mainly used for execution), long sword. It'd also be neat to see things like polearm style of weapons, like the spear. I'm pretty sure the use of archery will be in the game as well since it plays a fundamental role in city defense.
Regardless, this game has taken many hours of my life already. I'm looking forward to more updates to come.
This doesn't really pertain to the thread topic but I'd like to see sparing, so if you have ambitions to create an elite force of say ninjas you could do so by having them spar to give them combat experience quicker (probably at a higher rate then training dummies but still lower then actual combat).
I have a couple stances I feel should be implemented. These stances would be directly affected by attributes such as strength and dexterity in their effectiveness.
First, Dodge/Counter Stance
This stance would have emphasis on evading attacks via dodge not by parrying/blocking. This would allow lighter weapon wielders as edge against heavy weapons that would normally break the block of the defender. This stance would allow the defender an opportunity attack on the attacker if the attacker had missed an attack.
Second, Parrying/Deflection Stance
This stance would be for certain heavier classes of swords where the wielder would reduce incoming damage on an unsuccessful block damage reduction would depend on the size of the sword (bigger sword more protection). This stance is primarily a defensive stance, the wielder would have to be strong enough to wield the heavy sword normally to take advantage of the damage reduction.
Third, Berserker's Stance
This stance would be devoid of defensive measures and is solely focused on attack where the wielder would have an increased attack rate and attack damage. In addition the wielder would have a greater chance to sever a limb on an unsuccessful block of the defender. This stance would increase the damage taken by the wielder since there is no focus on defense.
Since this game is mainly about swords and sword fighting it would be nice to see various styles of sword, things like the claymore (although mainly used for execution), long sword. It'd also be neat to see things like polearm style of weapons, like the spear. I'm pretty sure the use of archery will be in the game as well since it plays a fundamental role in city defense.
Regardless, this game has taken many hours of my life already. I'm looking forward to more updates to come.
Oh god, sparring is EXACTLY what this game needs. Training attack skills is all right, I don't mind using super-fast forward to get them to their levels, but I need to have a way for my characters to build on their defense skills, and attacking bandits is too risky for that, especially at the very start.xkyneticx wrote:This doesn't really pertain to the thread topic but I'd like to see sparing, so if you have ambitions to create an elite force of say ninjas you could do so by having them spar to give them combat experience quicker (probably at a higher rate then training dummies but still lower then actual combat).
I know the feel man, creating a town you need that police force, and the only way you can get them strong enough is to abandon your fort and go seek fights as a group of crazy people, and that doesn't always assure you a strong defensive force after that. Hell you might loose some of your guys because you get overwhelmed by multiple groups of bandits. This also leads to another problem where your army is carrying around sticks for weapons because bounties sometimes don't cover the losses (First Aid). There is more money to be made in the town building (not really at the start but once you can produce Rum. I'm looking forward to a more dynamic economy though because Rum shouldn't be the only real profitable trade. Hell maybe establishing advanced forging so we can train a blacksmith so he/she could make incredibly refined weapons, which would also be cool if there was a prestige (and I'm not talking Call of Duty prestige) more of a type of fame rating established when quality materials are made, this could make a settlement an attractive place to go for caravans hence increasing trade, also making your settlement more prone to attacks by bandits? I feel I have gone off on a tangent .. lol but this game interests me greatly.
Case and Point: Add Sparring to Benefit Squad Efficiency, Add Fame to Citizens of a Fort, Add dynamic economy
Case and Point: Add Sparring to Benefit Squad Efficiency, Add Fame to Citizens of a Fort, Add dynamic economy
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