Unnecessary Mechanics You'd Like to See

Best weapon of choice?


  • Total voters
    13
  • Poll closed .

Venom

Member
If you've read the World Travelling and Thoughts and Ideas General threads, then you already know that I want mounts and gore to be implemented. Gore might be in but mounts may be out, so let me hear which mechanics you'd like to see even though they are not required! I always enjoy listening to others' ideas and I bet Madoc does too. :D
 

Humblerbee

Insider
Gotta go with the fists, because I love when a game allows me to deliver a beatdown, all up close and personal. Reminds me of when I was a little kid, playing a DnD campaign where I named my character Rocky Balboa, talked solely in third person, and violently beat any and all opposition into submission throughout every mission. Good times, good times.
 

Morul

Insider
We better just be able to actually use some flails. I hate when enemies get weapons that the player can't use for any discernible reason (a.k.a. enemies get spears, though players can never use spears). Also, I can't think of any AAA games with flails, although they are the coolest weapons ever created.
 

Venom

Member
I like how the thread title doesn't at all match the poll.

Also, how could you forget about the staff???? (as a melee weapon)
Doesn't have to! You can talk about two things, can't ya?
I'd change the katana for the staff any day.
 

Rob

Moderator
What about picking up a chair and smacking skeletons with it? Or a rock?

Or attempting to drop-kick that giant, Jackie Chan style?

And I suppose "might fists" could be complemented by a headbutt special attack...

Probably unnecessary mechanics, but it would be cool! Keep dreaming...
 

Brianwulf

Member
I would be very displeased if there were no bow and arrow, ranged fighting with this engine would be like my paradise. Must has now.
 
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aviray

Insider
I'd certainly like to be able to strap my fists onto my back and head out for adventure. Also, I feel that perhaps a close combat/martial arts system might be great. Perhaps just mixed martial arts, with the protagonist able to do some judo throws and wrestling pins, et cetera.
 

Tony

Insider
Most hand-to-hand martial arts that incorporate weapon usage focus on putting your opponent in a position to utilize your weapon. Things like getting them off balance to create an opening, etc. If you were to go out wearing almost no armor and no weapons to face armed opponents, you would die very quickly, regardless of how skilled you were in hand-to-hand combat. Especially in cases like the huge ogre (I'm assuming that's what it is?) fight. You might get lucky and leave a bruise or two on his leg before he crushed in your skull with his flail ;)

If they allow unarmed fighting it would be great for subduing someone you didn't want to kill (say being able to knock someone unconscious with your fists), but I hope they do not focus on this as a main way to fight armed opponents (I don't want an entire skill set for unarmed combat since they've said skill points will be rare). Fighting armed opponents when you're unarmed is impractical. It works great in Hollywood movies but I hope they stick with the realism theme and avoid Hollywood silliness.
 

MrIdontKnow

Insider
I'm sure you'll be able to brawl with people, fist fighting is essential in... Nearly every game? Haha, I'm sure you're not born with a sword.
 

hredthel

Insider
People who want to survive are going to use the best and every weapon at their disposal to do so. That said, Fists will rarely be the best weapon available, but sometimes the only weapon available. Games have ignored this and make a magical monk teleporting fist class, and back it up by saying "But it's part of our lore!! Wah! It's real too!"
I get the aspect of this kind of fighting in High-Fantasy, but since I haven't seen elves or dragons or fairies in SG yet I'm hoping they keep unarmed combat to a level that is sensible.

Side note:
@Humblerbee: How is it that fist warriors always stay alive through the whole goddamn campaign? Every f-ing time....
 
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Rob

Moderator
Just to throw another mechanic into the mix...

I always think that the immersion is lost a bit in games where you reach level 100 in sword, and then decide that you want a bit of a change and pick up a mace, only to find that you're level 1 and swing it like a pixie.

Aragorn is awesome with a sword... but he's hardly going to crumble with an axe/mace/dagger in his hand, is he?!

Basically, I vote for a 'stackable' weapon prowess system, that at a very abstract level works like this:
(1) Individual weapon prowess. E.g. for sword, axe, bow, shield, or fist. Represents real mastery with a weapon of choice - each weapon class has it's own prowess level, and this governs (or unlocks) special moves and abilities with that weapon.
(2) General melee weapons prowess skill level, which generally improves skill of everything used in hand-to-hand combat. Represents general skill as a fighter. This is upgraded whenever ANY individual weapon skill level is upgraded. Or perhaps it would be better to base it only on the highest (or highest two/three) individual weapon skill levels, so that you don't get caught into grinding through all of the possible weapon types just to increase your general weapons prowess.
(3) General ranged weapons prowess skill level. Exactly the same as the melee weapons prowess level, but for ranged weapons... just because you're good with a sword doesn't mean you can aim a bow, and vice versa.

Mechanics for special cases, like dual-wielding (which e.g. includes sword-sword, sword-shield, sword-axe) would have to be thought about carefully.

To complement such a system, Bare Mettle have already said that suitability for characters to be naturally more suited to lighter or heavier weapons will be implicitly based on their body type, and governed by physics. This is fantastic! Can't wait!
 

MrIdontKnow

Insider
They said in a video that weapons have weight, so I'm guessing depending on your strength you won't be able pick up certain weapons or not swing them fast enough?
 

Rob

Moderator
Exactly. If you're big, you're going to be strong enough to wield a huge double-handed weapon (with a single hand, in the ogre's case!) but not fast enough to effectively using more elegant weapons, like daggers, bows or dual swords, I suppose. And equally you can be slim and dainty - relatively weak but devastatingly fast, dexterous and quiet! And everything in between.

Whilst there are no discrete classes like "warrior", "ranger", etc. that limit choice of weapons, the play style implicitly imposes such restraints by allowing you to choose your character's general build at the start. These restraints are then subsequently imposed using physics, not using more traditional approaches such as weapon choice limitations, skill offsets or dice roll modifiers! Super!

I can imagine this game is going to have an incredible amount of re-playability, given that different character builds will handle so differently!
 

MrIdontKnow

Insider
I do like games which use the level mechanic, rather than saying Level 1! You can now wield a bronze dagger. (We all know this game :p) but I do like the fact that you deal more damage because you are stronger, faster and are more skilful.

The PVP side of things is also going to be pro and con in all ways because if you base it on a levelling system, a level 50 could destroy a level 1, so they you cap PVP to 3 levels or so, fixes most arguments but then you can fight whoever you want to.

Don't cap it at all and then nobody who's low level sets foot in danger.
 
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