Ah well, petty insults have started. Good luck to anyone in this thread, I don't think I have much more valuable input, seeing as I only have JSA knowledge.
I see we both read on myarmoury ha. I do like the idea of this and would like to maybe go further with it. The four main guards in German Longsword Techniques (German techniques appear to be what the current two-hander stance and movements are based off of) are Roof, Ox, Plow, and Fool's Guard."Unlike the Ox or Plow, the Roof guard does not protect by intercepting an oncoming blade. Rather, the Roof guard protects by offense. Should an opponent blindly charge in, the Roof guard allows you to make a quick and powerful downward stroke. Your opponent most likely will see this and therefore will have to plan around this."
I agree that the current combat probably isn't quite fluid enough to handle this type of thing yet, this was more of a long term kind of thing. I'd prefer that thaumaturgy and the levels get finished first. I do sincerely hope eventually that we do get a more complicated but still enjoyable combat system where you must properly read the situation to understand what stances you enter.My problem with these proposed additional stances is that they don't seem to fit the core gameplay as it is now. I don't think the current combat is fluid enough to handle these stances, since these stances would require entirely new movesets for attacking with the mouse, etc. Currently there's 4 basic attacks that essentially mirror the concepts of these four stances.
I've proposed my own alternate stance on these forums before, the Mordschlag. This moveset is unique not because it uses different attacks, but because it uses the same attacks to give advantages against certain opponents. In completely arbitrary numbers, it's something like
+5 attack Vs Armoured opponents
-3 attack Vs Unarmoured opponents
The stances proposed here by both syllabear and gsprf are basically already in the game. These stances are used when parrying or preparing for a strike, actions done automatically with the input from the player. You double-click and automatically assume Roof position before striking down. Quit the double-click early, and you can switch to another 'stance' fairly rapidly, also known as a feint.
New stances sound great, but they need to be unique enough to be distinctly different from the current fighting style, giving clear advantages/disadvantages (tradeoffs) for the current, neutral stance.
No I'm not talking about gripping the blade backwards, that's just silly
Edit: Perhaps as you progress from a novice to expert with a certain type of weapon, your stance/grip/strikes evolve to reflect better techniques. Better techniques could improve the recovery time, striking speed, precision, or the overall strength with which you strike, depending on the weapon used. This would be pretty advanced in terms of implementation, unfortunately.
That seems like it would be the most effortless and immediate way to switch stances, which is important. However, it could be done on accident which is a drawback, and of course the mouse wheel is already used for zooming the screen right now.So re reading some stuff i come to the conclusion that using the mwheel would be better to switch stances (if they ever are added)... and maybe having no more than two (player discretion).
It would be like this: you scroll up your weapon will raise from lower stances to the upper. Scrolling down the oposite.
To prevent that you skip stances and your character looking like epileptic, switching stances should have a little cooldown... and an animation maybe?
What do you think?
Too much problems to be pressing so many button just for a stance switch. If you accidentally roll your mouse wheel while playing then something is wrong at your end ;pThat seems like it would be the most effortless and immediate way to switch stances, which is important. However, it could be done on accident which is a drawback, and of course the mouse wheel is already used for zooming the screen right now.
So, the next most obvious move would be to make switching stances something like alt+scroll. Seems like a good idea to me, since it still keeps that easily accessible immediacy you might need when changing stances. Alt is an easy button to hit which I'm sure is the reason behind why they made that the thrust button.
Although, if there's more than 3 stances that will be made available, then switching to one that's not next to the first stance you're in could be problematic. Unless the stances are designed to be transitioned into one after the other, or at least that sort of thing. But I doubt they will be.