» Thu Feb 18, 2010 1:56 pm
I have a somewhat basic system of how duel wielding could be implamented, although it does extend slightly beyond just an extra weapon.
First off; controls, I'll be using the 360 controls in this example simply because however much I want to play a TES game on a PC, mine just isn't good enough, I assume PS3 controls will be similar to the 360 ones too. Anyway, currently, you have attack on RT and block on LT. Move block to LB and shove grab (which was previously there) to pushing the right stick in (similar to FO). Then make it so that the switch between third and first person is done by pressing and HOLDING right stick for one or two seconds. With LT free, they can put offhand attack on that.
Now that that's out the way, I can talk about the offhand skill. I use "offhand" because this system doesn't just use two weapons, that and I can't think of a betteer name ATM. This skill effects your ability to deliver attacks with your offhand (both damage and in some cases, weight of the item in question). Offhand attacks include: Punches, swings with torches (everyone likes burning things), shield bashes (on a side note, the "Block" skill would be replaced with "Shield", and damaged absorbed by blocking with weapons would be determined by your skill wioth that weapon), and finally, attacks with offhand weapons.
Provided they keep perks for skills as they were in Oblivion, progression would work like this:
Novice: Can only do offhand attacks with fists and torches. Offhand damage at 40%
Apprentice: Can do offhand attacks with weapons and shields of certain weights (daggers and particularly light shields (if they even exist)). Offhand damage at 55%
Journeyman: Can do offhand attacks with weapons and shields of slightly higher weights (shortswords, some axes and a some shields). Offhand damage 70%
Expert: Special offhand moves, performed by pressing offhand attack while blocking; Disarm for unarmed offhand (when timed right, you can steal the opponent's weapon, however, iff you cannot hold it, due to it being too heavy, it is dropped), Incinerate for torches (lunge at the enemy and hope you can embed the torch in them, damage is effected by the enemies equipment, someone in full, heavy armour won't be burnt, but a mage in baggy robes will go up in flames faster than Denethor from LOTR), Trip for double weapon (when timed right, it knocks the enemy over, leaving them open for a few attacks), and for shields.....can't really think of anything, possibly a version of disarm that can be performed at any time, the downside being you can't take the weapon, what with you holding a shield and all. Offhand damage at 85%
Master: Can do offhand attacks with weapons of an even greater weight (longswords, more axes and more shields). Offhand damage at 100%
A couple of notes, this system NEVER allows for the duel wielding of two handed weapons, so no double warhammers. Also, the percentage is based on the damage you would do with that weapon were it in your main hand (with the exclusion of torches, which do a fixed amount), so it is still important to raise your hand-to-hand/block(damage dealt would have to be guessed)/blade/blunt.
Overall, this could use a little tweaking, but I think it delivers the best of both worlds; duel wield fans get to duel wield, while anti-duel wieldists (that's a funny word) don't have to worry about it being overpowered. They also get to do other stuff with their offhand. Not that kind of stuff.
Anyway, Thoughts? Ideas? Criticisms?