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Combat suggestions.
Posted: Tue Dec 13, 2011 9:31 pm
by Fallmier
Hey there! first off I wanna say that I love how you've done the combat system so far.
however I would like to suggest something. I don't know if you've thought of this already, or have something else planned
but I was thinking the combat could be more engaging/interesting, if you did something like add moves, or special attacks.
This would mean that while your character is in combat with an enemy (still fighting like you have them doing now) you could add like a some combat options, for ex. "Quick slash" "Counter attack" "Doge" "Heavy attack" doesn't have to be those, but you get the idea. so when you choose a combat option it would at it to the characters Q, and he would perform the requested action at the next possible time. (Sort of like how knights of the old republic's combat system worked) the cool thing with this would be that it would 1 add a lot of strategy to the game, 2 it would give the player something to do during combat besides watching his character fight, thus make combat more interesting. Also you could do like skill trees or something based on getting new fighting moves

or put trainers in the towns that will teach you these moves for $$
anyway, its just a thought! looking forward to another update!!
Re: Combat suggestions.
Posted: Tue Dec 13, 2011 10:02 pm
by Lorenzo666
Great Idea. I loved KotoR combat system, would be nice to see something like that implemented in Kenshi.
Re: Combat suggestions.
Posted: Wed Dec 21, 2011 3:18 pm
by txfirefighter
isnt this like every other RPG though? special attacks are good and give some variety but going and paying for them is like another RPG whose name i wont say and skill trees are overdone. and from what ive seen can always be done to where one type of character is the best and any deviation from that is a fail.
but i do agree, something else to do while you are fightng would be nice and i would be interested to see how its implemented.
Re: Combat suggestions.
Posted: Wed Dec 21, 2011 7:40 pm
by wolfwood296
what if there were settings for fighting diffrent fight like fighitng heavier opponents of a group of opponents (this comes from the whitcher) and whenever fighting with the diffrent styles the action would be diffrent.
Re: Combat suggestions.
Posted: Wed Dec 21, 2011 9:22 pm
by txfirefighter
wolfwood296 wrote:what if there were settings for fighting diffrent fight like fighitng heavier opponents of a group of opponents (this comes from the whitcher) and whenever fighting with the diffrent styles the action would be diffrent.
like stronger opponents get weaker faster? you do more blocking to drain their energy and make it easier to kill.
Re: Combat suggestions.
Posted: Wed Dec 21, 2011 9:29 pm
by xdcxtruth
My vote leave it the way it is, simple and effective and plus its hard enough when your outnumbered 3-1 and checking on all your guys to see who can go where to help which follower. Kenshi has some strategy to it.
Re: Combat suggestions.
Posted: Wed Dec 21, 2011 9:35 pm
by txfirefighter
xdcxtruth wrote:My vote leave it the way it is, simple and effective and plus its hard enough when your outnumbered 3-1 and checking on all your guys to see who can go where to help which follower. Kenshi has some strategy to it.
which i am ready to develop. have not been this eager to play a game in a
long while.
Re: Combat suggestions.
Posted: Thu Dec 22, 2011 7:21 am
by Blxz
Special abilities are just magic spells minus the magic effects. I don't like them.
If they ever do get implemented I would be happy to see it as something the person/character develops themselves with no player input. Something that they can use in battle occasionally against certain opponents if the right conditions are met. Similar to what wolfwood said, but instead of having to actively choose what to do the character would automatically decide to use a certain fighting style that is best suited to vs heavier weapons, etc.
Chris has said that once multithreading comes into play there will be the possibility for ridiculously large armies running around. I don't know how big but if hits 20 dudes on each side (not an unrealistic figure at all) then the micromanaging alone will be a chore. If it gets to 40-50 then the game flow will be broken totally by trying to find guys to use abilities. If it gets to 100 then you may as well not even bother.
As it stands now going between defensive and not is a minor chore. I would be happy if I could set a threshold to damage at which my character would change to defensive. Also a portrait colour change would be nice to show me at a glance what each character is doing.
Re: Combat suggestions.
Posted: Thu Dec 22, 2011 2:41 pm
by txfirefighter
so special abilities are just random? i like it.
if your guy specializes in defense then, with no help form pushing a key, he does a block with a retaliation strike that just might save your butt in battle. would make it good for those battles of even 10+ guys.
same idea as the medic that can heal guys with out you telling him to...
Re: Combat suggestions.
Posted: Fri Dec 23, 2011 1:34 am
by Barooney
Blxz wrote:As it stands now going between defensive and not is a minor chore. I would be happy if I could set a threshold to damage at which my character would change to defensive. Also a portrait colour change would be nice to show me at a glance what each character is doing.
I don't mean to derail the thread but in some post somewhere on this forum (Stress be damned) a suggestion was made that you could change every character from offensive mode to defensive and back again quite easily even when controlling a large crowd or army.
Searching the board or looking at some older topics might reveal some gems of Micro-managing heaven which Chris was informed about (Heaven being that when Multi Threading gives us 250 guys against the almighty end-game 5 your 250 won't be controlled by clicking on a squad after the other).
Re: Combat suggestions.
Posted: Fri Dec 23, 2011 2:00 am
by Kamos
Aye that's what I'd figure. Once you start getting that many dudes it pretty much has to be an army. You may control squad leaders and their men follow them(much like patrols function now) but not every last man, that's not what a commander does.
Re: Combat suggestions.
Posted: Fri Dec 23, 2011 3:07 am
by Blxz
Barooney wrote:
I don't mean to derail the thread but in some post somewhere on this forum (Stress be damned) a suggestion was made that you could change every character from offensive mode to defensive and back again quite easily even when controlling a large crowd or army.
Searching the board or looking at some older topics might reveal some gems of Micro-managing heaven which Chris was informed about (Heaven being that when Multi Threading gives us 250 guys against the almighty end-game 5 your 250 won't be controlled by clicking on a squad after the other).
Do you mean this thread?
http://www.lofigames.com/phpBB3/viewtop ... sive#p3795
Read it a while back (and again to make sure). As far as I can tell it hasn't been fixed. My points were similar to ones that haven't been implemented yet. And a coloured background is not mentioned there at all. Chris has implemented a group toggle so they all go the same, but thats not as easy as just pressing the 'B' button when selceted a character. And having to select each guy to read the little window in the bottom left is not simplified. Its micro managing. The nice orange colour that says "defensive" would be great as a portrait background too.
And my threshold idea, I have yet to read it on this forum. Do you disagree with it? Or is it somewhere that I have missed?
Re: Combat suggestions.
Posted: Fri Dec 23, 2011 6:13 pm
by xdcxtruth
read it and love it my vote for all inquiries in that thread.
Re: Combat suggestions.
Posted: Sun Feb 23, 2014 6:57 am
by Mafearaak
Figured I'd go to the end of the forum and pick a topic to post (that is still semi relivent) so this comes from that a 3 year dead thread
Now onto the topic.
Combat I agree should have done more moves that just three. But not to give bonuses. Just for looks. Then there would be different fighting styles depending on the skill of the weapon so a master loooks different than a novic when fighting with a sabre for example. But the moves still don't give bonuses just for looks still. ( plus it'll help differentiate novices from masters.
That is all I have to say for this thread

. It was fun to bump this thread:)
Re: Combat suggestions.
Posted: Mon Feb 24, 2014 8:13 pm
by Tolwrath
I agree there should be more animations, as having just the three is kinda bland. However, this being a cosmetic thing, I'm perfectly willing to wait for it instead of pushing the new map and pathfinding updates back.