Request: Mass Combat and other Attributes/Skills ASAP

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Revan Tair
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Mon Oct 14, 2013 9:51 pm

Hi,

IMO we need the other attributes implemented ASAP.( Or a prioritization of certain skills and attributes)
We have several attributes/skills (besides Strength and Dexterity, Katanas etc), which aren't implemented yet. This should change with a minor update.

Here's a quick list for reference:

Attribute:
endurance
perception
warrior spirit

Skills:
mass combat
intelligence (should be an attribute imo)
evasion/dodge
unarmed/martial arts
blunt
bow
harpoon guns
turrets
arrow defence
stealth
thievery
bluffing
assassination
survival
tracking
climbing
robotics

Are there any ETA on them? (maybe i haven't seen the ETA)

IMO, the mass combat skill is urgently important. I'm not very fond of kiting all the enemies (I'm playing a 'One man army' currently).

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Hatsune_Neko
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Mon Oct 14, 2013 10:12 pm

this isnt a feature request, its a request to put in what isn't added to the game yet. so moving to general.
and these will be added over time.
just gotta be patient.
and ETA in general can be found here. Current roadmap and what's coming up next
Mass combat and armies cannot be added until the game has multithreading and maybe some optimizing as well.
there are some Mods that lets you have more NPC' enemies and over all population, but nothing in comparison to the future addition of armies.
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AviticusDragon
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Tue Dec 17, 2013 10:41 pm

For mass combat, the only thing close to it right now is using heavy weapons, and/or cleavers that do blunt and slashing damage. You'll be able to hit multiple enemies with weapons that do multiple damage types.

Wish these things were in the game, but we have to just wait it out :)

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Danzigsam
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Thu Dec 19, 2013 12:28 am

Seems like it'd be fairly easy to implement Martial Arts. Some folks would LOVE to have warrior monks running around, I'm sure.

Sucks having to be patient. Beats the big game company way of doing things, though.

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Shidan
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Thu Dec 19, 2013 2:43 am

Actually it would be quite difficult to add martial arts as Chris would have to either develop animations himself, hire someone to develop them, or get freely available ones like all the other combat animations in the game. And after that he would have to do alot of timing and editing to get it all looking smooth, then he would also likely have to add the dodge skill as an unarmed person can't block very well, which would go through the entire process again. While I want unarmed combat in the game I understand the difficulties and would rather have new features that will change the game significantly than another combat style which while cool and awesome will not change much.

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Danzigsam
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Thu Dec 19, 2013 5:36 am

We ALL understand the difficulties; but anything he does is going to be quite difficult by your criteria.

I'll take whatever new content shows up, anyway. I ain't picky.

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Shidan
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Thu Dec 19, 2013 8:13 am

I can't even imagine how hard some of the other things Chris has worked on and for all I know the animating of a new combat style would be easy in comparison, but Chris has specifically mentioned(http://www.lofigames.com/phpBB3/viewtop ... ation#p651) how difficult the animation is and I assume that is one of the reasons for unarmed combat being much further down the line on the roadmap(http://www.lofigames.com/index.php?opti ... &Itemid=71).

But I'm with you, any content is good content for Kenshi. Each update brings me back for several more hours of fun. :D

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hbrown
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Thu Dec 19, 2013 10:34 am

I guess more than the difficulty other reason for t is the time, or better saying, the "importance", while unarmed combat seems pretty good, i guess some other things would be more important to place first on the list, and i forgetting a lot of the words i want to use as i type...
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Danzigsam
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Thu Dec 19, 2013 8:36 pm

I maintain that the "hard mode" crowd would kill - with their bare hands - for Martial Arts to be implemented.

As for me, I'd be happy with a couple more blueprints, some new gear. Maybe zeppelins and horses, railroads, robots, several fully-articulated alien races. Simple stuff.

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Shidan
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Thu Dec 19, 2013 8:50 pm

You can be sure I'll be one of those people who will run a solo unarmed character once I can too. :lol:

But I'm in no rush to have it done now, I would much prefer the more interesting features like diplomacy first.

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Tolwrath
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Thu Dec 19, 2013 9:57 pm

That sounds pretty school actually. But I've gotta ask just what sort of unarmed combat it would be. Would it be all punches and kicks? Would there be throwing, breaks, tackles, and disarms? There's a lot covered by just "unarmed fighting".

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Shidan
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Thu Dec 19, 2013 10:31 pm

Hard to say, the only thing we really know is that unarmed combat "will be a long and difficult path for those who chose to master it".

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hbrown
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Fri Dec 20, 2013 5:06 am

Danzigsam wrote:I maintain that the "hard mode" crowd would kill - with their bare hands - for Martial Arts to be implemented.

As for me, I'd be happy with a couple more blueprints, some new gear. Maybe zeppelins and horses, railroads, robots, several fully-articulated alien races. Simple stuff.
A good thing of the things you listed there are confirmed not to be in xD.
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Zalzany
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Thu Dec 26, 2013 12:38 am

Making the other stats work would be nice, but new armor, armor crafting system way better time sink. I don't get the martial arts apeal, I mean yeah it sounds cool but the idea of fresh toon fighting desrt bandit, trying to block a sabre with his bear hands sounds like a pain in the ass. You got to come up with animations for each block type, over head side etc, that makes since minus using your arm as a shield. Especially with blunt, how do catch a heavy blunt weapon with out your arms absorbing the blow? I mean you can grab a blade if you a master, but blunt is inertia damage, you still got a lot more force to stop then a fine blade that weighs almost nothing.

That being said a ranged would be way cooler to get in, no fancy animations needed, just the fire animation, and a standard stun hit animation for when you shoot some one or get hit. Hardest part will be working out if they should use the weapon in slot 2 on their hip if melee engaged, and coding that. With all the circle dance fights I've had, a simple slow bow to make the fight go faster on my pack mule in the back of the squad would do wonders.

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Shidan
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Thu Dec 26, 2013 6:27 am

Zalzany wrote:-snip-
I imagine you would dodge with unarmed rather than actually blocking.

And on the ranged combat, for the getting hit animation you could use the current one used for melee, I could totally see that animation working for it.

However I think the hardest part would actually be the coding of ranged damage into the game, I mean as it is you can only take damage from melee so I think there is alot of code missing for the implementation of ranged weapons, unless it is already there and just unused of course.

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Kent_Lang
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Mon Dec 30, 2013 2:23 pm

I imagine that you could just do an ninjutsu roll as a dodge animation like the dodging in Dark Souls. It would make the sand ninjas more dangerous and seem more like ninjas too if it was implemented.

Otherwise I think Chris could consider taking on some more help on the project. There's lots of competent indie-artists that respects a man's vision out there willing to help for low to no salary.

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