BeaverDreams
Member
I like the concept of crippling/hobbling as suggested by others in this forum. I REALLY like the fact that you can't see enemy health bars/abilities, but it's also a mystery when they're damaged enough to die. Perhaps something as simple as adding blood/blood trails when moving?
BLEEDING/INJURIES
Others have suggested bleeding/healing effects. I don't think bleeding having a REAL effect on the character would be useful as it's already hard/realistic enough without bleeding to death with 1/4 health. Also, I don't think that using bandages mid-fight is realistic or fits the gameplay style of a realistic battle simulator. Since health regens over time and permanent damage is just that, clicking a bandage to stop bleeding mid-fight is immersion breaking and only pushes an already unique experience towards homogenization with previously (and overly implemented) game styles out there.
This game deserves to be treated as a unique experience, and any muddling of that is a step in the WRONG direction in my opinion.
IDENTIFYING EFFECTIVENESS OF COMBAT
Again, using visual styles/blood/hitched movements of characters would be a great way to gauge your effectiveness and turn the tides in battle by simply rewarding your efforts with reasonable cause-effect. Perhaps a hitched step and slower speed after an ACCURATE AND POWERFUL swing between armor vulnerabilities would aid realism to make it easier to sidestep/create distance from enemies. I feel it would be useful as long as it was implemented with relatively minimal effects - can't make it TOO easy to cripple an enemy or level a dude once he's crippled.
I would consider adding crippling/movement alterations in all players once health reaches a low enough level as well. I don't think disabling an enemy in it's first 10%hp is reasonable, but I can imagine being worn down from repeated or particularly perfect strikes. I feel this effect should be relatively difficult to cause.
I also feel that an enemy who shows slowed swings/hindered movement would fit very well with the battle dynamics of this game. Since weapons require different fighting techniques, I can picture the most effective technique changing slightly when an enemy is wounded. Heavier flurries, more shoving to cause a stumble or collapse etc to take advantage of a wounded enemy would make the battle from start to finish feel like an evolution rather than the same style from start to abrupt finish. It would give the player more to think about/capitalize on and really draw you even further into the realism that this incredible game already captures efficiently.
SEVERING
As far as limb-severing goes, it would be AWESOME if that was used as a final-hit circumstance, but only with accurate and strong enough strikes to find weaknesses in armor. This should also be rare, like the already implemented physics allowing hooking an enemy with your hammer/axe and yanking them to the ground. So satisfying, but wouldn't be if it was commonplace.
SEVERING/KILLING BLOWS AND ARMOR
This game already expertly takes into account weapon weight and attributes. Changing weapons to fit the application is very, very fun and requires you to familiarize yourself with the different fighting styles of each weapon. I love that there are no cheap moves that you can spam over and over like in highly touted games such as The Witcher 3, for example.
Keeping in mind the realism of weapon dynamics/choices it stands to reason that killing strokes/perfectly executed final blows might react to the armor that they've just bested. I would love to see a mace or warhammer pierce/crumple into plate armors, requiring the character to hold attack to pull it out, or double-tap backwards to pull it out quickly. Imagine a sword chewing through chainmail, stopping 1/4 way through the torso, then being yanked out and accompanied by a spurt of blood! If anybody needs a visual, I'm thinking something like this kill-stroke:
Skip to 1:53 if you haven't seen it already.
Also, adding weapon-embedding I feel should require a powerful enough swing and still remain difficult to do. If a swing arbitrarily does, say 35% of an enemies total damage BEYOND depleting their health to 0 that it would trigger weapon embedding. That is to say that a hard kill-stroke won't always cause such a violent death, but a heavily damaged opponent combined with a well executed killing stroke with the right kind of weapon may lead to some gory fireworks that we'd all love to see!
I am not a programmer/designer. I don't understand what goes into implementing changes like this as it pertains to Sui Generis' unique engine or if it's even possible without reworking physics from the ground up. These are just thoughts to start a discussion!
Thoughts? Comments? Recommendations?
BLEEDING/INJURIES
Others have suggested bleeding/healing effects. I don't think bleeding having a REAL effect on the character would be useful as it's already hard/realistic enough without bleeding to death with 1/4 health. Also, I don't think that using bandages mid-fight is realistic or fits the gameplay style of a realistic battle simulator. Since health regens over time and permanent damage is just that, clicking a bandage to stop bleeding mid-fight is immersion breaking and only pushes an already unique experience towards homogenization with previously (and overly implemented) game styles out there.
This game deserves to be treated as a unique experience, and any muddling of that is a step in the WRONG direction in my opinion.
IDENTIFYING EFFECTIVENESS OF COMBAT
Again, using visual styles/blood/hitched movements of characters would be a great way to gauge your effectiveness and turn the tides in battle by simply rewarding your efforts with reasonable cause-effect. Perhaps a hitched step and slower speed after an ACCURATE AND POWERFUL swing between armor vulnerabilities would aid realism to make it easier to sidestep/create distance from enemies. I feel it would be useful as long as it was implemented with relatively minimal effects - can't make it TOO easy to cripple an enemy or level a dude once he's crippled.
I would consider adding crippling/movement alterations in all players once health reaches a low enough level as well. I don't think disabling an enemy in it's first 10%hp is reasonable, but I can imagine being worn down from repeated or particularly perfect strikes. I feel this effect should be relatively difficult to cause.
I also feel that an enemy who shows slowed swings/hindered movement would fit very well with the battle dynamics of this game. Since weapons require different fighting techniques, I can picture the most effective technique changing slightly when an enemy is wounded. Heavier flurries, more shoving to cause a stumble or collapse etc to take advantage of a wounded enemy would make the battle from start to finish feel like an evolution rather than the same style from start to abrupt finish. It would give the player more to think about/capitalize on and really draw you even further into the realism that this incredible game already captures efficiently.
SEVERING
As far as limb-severing goes, it would be AWESOME if that was used as a final-hit circumstance, but only with accurate and strong enough strikes to find weaknesses in armor. This should also be rare, like the already implemented physics allowing hooking an enemy with your hammer/axe and yanking them to the ground. So satisfying, but wouldn't be if it was commonplace.
SEVERING/KILLING BLOWS AND ARMOR
This game already expertly takes into account weapon weight and attributes. Changing weapons to fit the application is very, very fun and requires you to familiarize yourself with the different fighting styles of each weapon. I love that there are no cheap moves that you can spam over and over like in highly touted games such as The Witcher 3, for example.
Keeping in mind the realism of weapon dynamics/choices it stands to reason that killing strokes/perfectly executed final blows might react to the armor that they've just bested. I would love to see a mace or warhammer pierce/crumple into plate armors, requiring the character to hold attack to pull it out, or double-tap backwards to pull it out quickly. Imagine a sword chewing through chainmail, stopping 1/4 way through the torso, then being yanked out and accompanied by a spurt of blood! If anybody needs a visual, I'm thinking something like this kill-stroke:
Also, adding weapon-embedding I feel should require a powerful enough swing and still remain difficult to do. If a swing arbitrarily does, say 35% of an enemies total damage BEYOND depleting their health to 0 that it would trigger weapon embedding. That is to say that a hard kill-stroke won't always cause such a violent death, but a heavily damaged opponent combined with a well executed killing stroke with the right kind of weapon may lead to some gory fireworks that we'd all love to see!
I am not a programmer/designer. I don't understand what goes into implementing changes like this as it pertains to Sui Generis' unique engine or if it's even possible without reworking physics from the ground up. These are just thoughts to start a discussion!
Thoughts? Comments? Recommendations?
Last edited: