Kay, I was just having a wee brainstorm and thought, why not implement Dodging and Counter Attacks?
Dodging would be fairly simple, having a skill related to it and it would involve the Character jumping back to avoid a hit, not blocking, just moving out of the way, and would leave them too far away to counter attack. Also it would allow (Later on) weak characters to not block against an extremely strong attack that could possibly smash straight through the block and wound them. Because of the movement of the dodge, it would not be overpowered to have someone amazing at dodging and attacking, because the dodge would leave them unable to immediately attack afterwards
Basically- Moving out of range from being hit and not being able to strike back for a while either.
Counter Attacking would probably be like the character being quick enough and having a speedy enough attack to strike back, leaving the opponent only time to dodge unless they're a damn good swordsman, in which case they could block and maybe attempt a counter-counter attack, but ending the chain there. It would make combats a bit less 'wooden' and bring some fluidity and randomness to the fight.
Basically- Hitting someone immediately after they've tried to hit you.
Then I thought, wouldn't it be cool if we could have our own guys spar each other to up their skills? Rather than have to fight someone who's not in the party?
Basically- an option to attack those within our own party.
Dodging and Sparring
- Lorenzo666
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The blue burns my eyes!!!!
Also, I am very certain that suggestion 3 has been mentioned by chris before (or at least suggested very often)....the others, I am not so sure; but likely to be introduced at least as animations once the game is further progressed. I like the idea though.
Also, I am very certain that suggestion 3 has been mentioned by chris before (or at least suggested very often)....the others, I am not so sure; but likely to be introduced at least as animations once the game is further progressed. I like the idea though.
pie
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The counter-attack ability would be a nice touch. It would be a passive ability that only well trained units can achieve. As for the sparring, it would be interesting if the player could build a fighting ring to either train units or force prisoners to fight each other.
I agree about the blue color, thats some intense blue.
I agree about the blue color, thats some intense blue.
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I think it's time I point out that someone who is good at dodging won't be out of range for a counter attack, people seem to think that sword-fighting range is very very close (Which it is, compared to bows or guns) but in reality you are in range when you are your arm-length + ~70% of your sword length (using a cutting blade as opposed to a stabbing one) + the length of your stride.
And here's the kicker, when someone attacks you generally they step forward to attack, if you step back just enough that they don't hit you don't even have to move as they've done all the moving for you, you just twat em on the head while they are recovering from their strike.
One of the footwork training procedures I have done involves you with your hands behind your back keeping away from someone swinging a long-sword at you, the goal is to step back just enough that it misses, I did this for about 10 minutes and got to the point where I had figured out how to match my trainers strides almost perfectly that the blade was coming within about 1cm of my chest on some of the close calls.
The point of this WoT is that someone who is bad at dodging an attack will jump well out of range and not get hit, someone who is good at dodging can step back or aside just far enough to be out of range of that attack but close enough that they can easily re-engage before their opponent can recover from his failed attack
Interesting note, it is much easier to recover from a blocked attack than a missed attack, however if you realize that you are attacking an area that will be easily blocked yet can't use it as a feint follow through with the attack and force them to block, it forces them to react and buys you time to get your defense back up
And here's the kicker, when someone attacks you generally they step forward to attack, if you step back just enough that they don't hit you don't even have to move as they've done all the moving for you, you just twat em on the head while they are recovering from their strike.
One of the footwork training procedures I have done involves you with your hands behind your back keeping away from someone swinging a long-sword at you, the goal is to step back just enough that it misses, I did this for about 10 minutes and got to the point where I had figured out how to match my trainers strides almost perfectly that the blade was coming within about 1cm of my chest on some of the close calls.
The point of this WoT is that someone who is bad at dodging an attack will jump well out of range and not get hit, someone who is good at dodging can step back or aside just far enough to be out of range of that attack but close enough that they can easily re-engage before their opponent can recover from his failed attack
Interesting note, it is much easier to recover from a blocked attack than a missed attack, however if you realize that you are attacking an area that will be easily blocked yet can't use it as a feint follow through with the attack and force them to block, it forces them to react and buys you time to get your defense back up
- toaster Assassin
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Would this dodge ability be automatic(Based on skill experience) or manual (mouse clicks)?
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- Lorenzo666
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I knew before writing that post that that is the case, but for balance's sake I thought it would be better for them to not be able to strike back because it would probably keep it alot more tense in a battle and bit more balanced so to speak.Prezo wrote:I think it's time I point out that someone who is good at dodging won't be out of range for a counter attack
Automatic, like blocking I presume.toaster assassin wrote:Would this dodge ability be automatic(Based on skill experience) or manual (mouse clicks)?
Last edited by Lorenzo666 on Thu May 24, 2012 6:07 pm, edited 1 time in total.
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I'd simply see it as a different method of defense, for example someone in light armor with a high dodge stat wouldn't get hit very often but when they do get hit they take a shiteload of damage, if they were in heavy armor they would find it harder to dodge (unless they were really strong and the armor didn't weigh them down much) and so would get hit more, which is mitigated by their armor reduction.Lorenzo666 wrote: knew before writing that post that that is the case, but for balance's sake I thought it would be better for them to not be able to strike back because it would probably keep it alot more tense in a battle and bit more balanced so to speak.
This would allow you to make fast lightly armored characters that can strike around the edges of combat where mostly they won't get hit, and big tough tanky guys to take the brunt of an enemies force. also it would mean if you had a guy who has been fighting for forever s/he might have enough strength to mitigate the armors weight and still use his dodge stat, making him pretty much a master of not dying and everyone loves making an uberpowered character, and in kenshi if they live long enough to get there they've earned it
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