View Full Version : Revised combat system for sequel.
Out4Blood4
05-28-2007, 02:40 PM
I think the sequil should have an AOE(area of effect) combat system. Depending on WHERE you hit the enemy the damage and effect of the weapon is effected. A leg shot will slow the movement of an enemy. A head shot will stun or do LOTS of damage. A slice to the chest will do slow continual damage due to bleeding. If a sword, for instance, hits the eye of an enemy they are blinded in that eye, reducing fision by 1/3 on the wounded side. This will, of course reduce speeds to a REALISTIC and LIFELIKE level.
For those pecimists, I am only proposing to advance the combat to be more earthly.
Out4Blood4
05-28-2007, 02:40 PM
I think the sequil should have an AOE(area of effect) combat system. Depending on WHERE you hit the enemy the damage and effect of the weapon is effected. A leg shot will slow the movement of an enemy. A head shot will stun or do LOTS of damage. A slice to the chest will do slow continual damage due to bleeding. If a sword, for instance, hits the eye of an enemy they are blinded in that eye, reducing fision by 1/3 on the wounded side. This will, of course reduce speeds to a REALISTIC and LIFELIKE level.
For those pecimists, I am only proposing to advance the combat to be more earthly.
you are talking about the MP part right?
Agreeing that location detection would fit but not in such a high degree as this...
head and then the rest of the body would be enough.
Out4Blood4
05-30-2007, 04:18 PM
...i know these are like super wariors and much stronger than real people, but I prefer a realistic damage system, maby a critical hit randomizer. I mean searously if you are any good at archery than u can get easy kills, compare that to D&D style games like NWN where sometimes if you miss a shot with an arrow it can fly off at a 180 degree angle.