Limb Based System on crack

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Total votes: 4
lillonglaflame
Posts: 3
Joined: Tue Mar 03, 2020 4:18 am

Tue Mar 03, 2020 4:52 am

Extreme Limb Based System
My idea for the next game or even crazier, next update is a limb based system on angel dust.
Basically all humanly/functioning actual parts of limbs are now included and not just the overall limbs itself, ex: knee caps, ankles, shin, foot, fist.
Like ur character can take a fat hit to the shin and still walks it off like a champ, but a meitou grade katana cut to the ankle, im not sure ur walking after that.
The Blunt and cut system will work and applies better with this system too, its common sense really.
Like let say some slave traders sling their blunt weapon at ur ankle, it hurt badly but not to the point where you have to crawls on the ground because of a bruise.
Fist protection will work better too like if ur fist is badly damaged it won't affect ur encumbrance that much but you can't combat, it will heal up faster too but just because someone cut ur fist doesn't mean ur whole arm is disabled now.
Let's be honest, you drop some heavy on ur foot before right? we're all human, it's gonna temporarily leave you shock and defenseless but not crawling on dirt for the next couple of days.
COMBAT ENHANCEMENTS
U can have options for ur characters aim for a certain part of the body
Like if ur rpging as slave traders you can now have ur slave traders equipped with heavy blunt weapon focus on wack-a-mole people in the head rather than leaving bad bruises that u have to eventually bandage up.
And what if ur main goal is to kill or disarm? now literally you can aim for the arms or the hands and have a high cut efficiency weapon to decapitate ur enemies.
Of course, this would introduce a complex accuracy system, a little head on ur mis-proportioned big body character is harder to aim at. Imagine aiming for someone's foot or ankle in a full-fledged battlefield.
will update with some more stuff, got a chemistry tests tmr stopped studying and talk to my gf to write this lmfao :twisted:
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dragonalumni
Posts: 101
Joined: Sat Apr 22, 2017 1:10 am

Wed Mar 04, 2020 6:53 am

Kenshi already has an extremely complicated damage system compared to 99.9% of all games and as it is now it works as a fantastic complicated and intricate but not so much so that it makes you hate it. I don't see how the things you suggesting would make the game any better.

lillonglaflame
Posts: 3
Joined: Tue Mar 03, 2020 4:18 am

Wed Mar 04, 2020 2:06 pm

Welp, in my opinion, it's a way to improve the game, I didn't come here to file a complaint about the system we have right now, I'm here to share my idea on how to improve it. The game is a more complicated system than any other game, which is what makes it better than any other game, what say we can't make it better than that!

Encrtia
Posts: 20
Joined: Fri Sep 29, 2017 1:14 pm

Tue Mar 10, 2020 11:45 am

Dwarf Fortress is epic for many reasons, this 1 included. Don't forget the teeth haha
~When death smiles at you, just smile on back.

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Armaroyk
Posts: 12
Joined: Tue Aug 09, 2016 11:54 pm

Sun Mar 22, 2020 5:30 am

I like the idea, making the mechanics more realistic and in depth also pushes the behavior of the player character. The inexperienced fighter might chicken out from engaging another fighter, making him jumping out of reach of the enemy, but be unable to hit himself. Most humans prefer self preservation before doing harm to another at a high cost. But I have no idea how this would play out. The balance between punishment and joyful progression is a narrow thread. Too easy always kills it for me.

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