Slider options for customisable limb destruction limits

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dustbiter
Posts: 24
Joined: Thu Sep 19, 2013 5:39 pm

Mon Oct 14, 2013 9:27 am

dustbiter wrote:I'd like slider options adjusting say the value to hit for limb destruction, bleeding rate and the blood value at which death occurs for both the player characters and NPCs. This allows for customisable hardcore mode.

The player can set equal values for teammates and foes to be "fair" or set smaller absolute values for enemies than the player characters to have the heroes' edge. It'd be easy to adjust the deadliness and gore of combat this way.

Limb destruction is planned when a certain -ve value is reached, but what about decapitations and spilling guts when hitting certain -ve head and stomach values? This results in a more visual dramatic instakill by skilled fighters than a collapse and rapid bleedout.
Ok I initially posted this idea here:
http://www.lofigames.com/phpBB3/viewtop ... =10&t=4885

but it made more sense to create the topic in feature request which I did but it got moved back to the first thread(? no reason was given) so I'm creating the topic here again.

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hbrown
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Mon Oct 14, 2013 11:01 am

Sounds good for a "custom mode".
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dustbiter
Posts: 24
Joined: Thu Sep 19, 2013 5:39 pm

Tue Dec 24, 2013 4:26 pm

People like it when their characters are badass, and a list of kills for each character would help to gauge that. Say hundreds of cannibals/dust bandits, and number of amputations/limbs crushed.

I believe amputations are confirmed already in the future, I hope blunt damage causes crushed limbs(same effect, visual difference), and I'd like it if the negative value for a decap has a slider option. Set the absolute value small to enable a hardcore/gore mode.

I'd also like decaps/disembowelment when the negative limit is reached for head/stomach. Oh it means instant death. These fatalities would be counted in the kill list too, which thus tracks kills, amputations, decaps and disembowelments. Probably better to specify arms/legs amputated.

Example, set the negative limit to between -10 to -20, which means limbs and heads can start flying off and guts be spilt. Killing's a two-way street so your characters get exposed to more danger and challenge too. It's a slider option so players who don't like the gore and increased death rate can leave at a default... -100? I've always thought the default -100 is too low.

Related suggestion:
http://www.lofigames.com/phpBB3/viewtop ... =16&t=4996

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Hatsune_Neko
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Tue Dec 24, 2013 9:56 pm

Merged with related topic
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arthoz
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Sat Jan 04, 2014 6:31 am

Yes, I like this concept of "gore". Had similar experience while playing brytenwalda when I first time "decapitate" an enemy. I was really troubled seing a headless body drop dead in front of me, emotionally scarred by that gaming experience since I didn't expect something like that to happen. Shows what a squemish person I am in real life. :lol:

Just take an old system like in X-Com Apocalypse where it uses concept like aim shot, snap shot and burst shot along with options to aim at certain part of the body/limbs. That way you'll have different attack speed/accuracy along with effects of such attack. Not just effect of strikes where a good well aimed strike could tear off limbs in a spray of blood and gore, you could even create different attack animation for it.

For example, aim strike have a slow more composed/refined movement while burst strike shows a flailing and wild kind of slashing (samurai anime is a good source for example). So when you fight a powerful enemy or surrounded you could focus on:
1. cutting their sword arm for an easier fight
2. decapitate or incapacitate enemies to reduce their numbers
3. hamstring them to prevent their escape (good for quest like capturing scouts or abduction)

When we have range weapons, there will be more interesting way to fight. I used to play X-Com apocalypse by sending solo unit on missions successfully. Giving many fighting options really makes it interesting because it will give you an opportunity to implement creative non-conventional battle solutions---like throwing grenades back at enemies, ambush them at corners, shoot their arm so they incapable to use two handed heavy weapons, smoke grenade to hide from rocket launchers along with stun grenade traps to steal their rockets, making booby trap with a pile of mines, rockets and genades with proximity mines for a spectacular explotion that causes the whole building to collapse, timing the explotion with you teleporter to escape death, causing enemy like the Cult of Sirius to become panicked and run mad...those were the good old days...

Hey now that I think of it, there are times when the enemy like dust bandits would run away in fear...not sure how Chris implement these systems but I do hope there's way where you could become panicked, scared, surrender or even goes berserk and fight to the death with a beastly strength....could be useful in critical situations like ingesting potion or getting drunk to get berserk and fight better...

Especially in large battles, you could get nice views of soldier with their own personal emotion, some would run in fear, others fight bravely and a few would be overcome by uncontrollable bloodlust (the player would loose control of this squad member and it will fight until all enemies are defeated)

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