» Wed Mar 30, 2011 1:49 pm
Well I believe devs can make combinations for combats so it will not work just like button mashing, but work like actual fencing
I wish developers fix flaw of Oblivion and with new powerful tools they can make different animations for different weapons types easy,
in such way there can be different combat movement perks for each weapon tree what will make difference in weapon usage,
for example armor ignoring strike in mace tree will have special combo animation and input and not just applied to all mace strikes, such movement perks can be learned from trainers in sparring with them but need fit certain requirements like overall skill level and having requirement of lower levels perks, in such way there can author movements, and special racial movements thats will available in different native schools of fencing or combat or be strict racial, for example
Daron Flurry of blades for short blades: fast attack, fast attack, left power attack, fast attack input of standard movements will result in adding special move in end of combination with special animation and additional effect like disarming or staggering of enemy, its example of author movement what uses an old redguard fencer and can teach player if he be worthy of this
or
Rose of Summerset for long blades: parry, fast attack, right power attack, forward power attack, left power attack will trigger an stagger on forward enemy and and strikes enemies in circle around player, example of native Altmers school of fencing can be available as race trait perk for warriors path or be learned in fighter guild and enemy high elves fencers can use it in combat.
Trough such combos different effects can be achieved like
Recoil or Stagger enemy with parry, skills and parameters of weapons can be checked for chance of recoil so it will not always and depend on weapons and skills and not so absurd when puny mage parry strike of two-handed iron hammer with glass dagger.
Parry option was good feature in Oblivion,
some things nice to see improved like weapon weight, character Strength, Agility and Weapon skills taken into account versus enemy ones so we cant parry strike of two handed iron hammer with glass dagger until will have enough skills and attributes as well NPC mages cannot block our strikes with such weapons
Doc Block Recoil Stagger
http://www.tesnexus.com/downloads/file.php?id=35933
If combatants are equal there can be weapon clench in duel,
Parry must be timed so we will did not have Shield Wall (leave this shields) but actual fencing.
Nice to see if there will be different version of parry for different types of weapons or different strikes (low middle high) even no need to trigger them manually (but thats will be nice if will be done even with mods) just more variability to close combat, so it will not looks too repetitive.
In such way both player and character skills will be usable great mix of action and RPG as well there will be more immersion in combat.
Also nice to see some racial movements for hand to hand or other combat skills, received as starting perks
Argonians and Khajiits can use some claw strikes in combat, nords and orcimers some heavy punches, mers some swift movements, some of them can be strictly racial like toggleable night eye power for Khajiits, water breath power for Argonians or some can be achievable for others like swift swim thats Argonians receive as starting perk or climbing and jumping and reducing of fall damage for Khajiits can be achieved by others who train enough some body skill.
There is must be starting racial perks thats replace Powers from previous games, powers must not be deleted from game just because thee will be no birthsign, spellmaking and attributes, if such features was replaced by perks may them actually work as equal replace, not just delete feature because of unfixed flaws in previous games.