How I feel combat should be in TES V...

Post » Mon Oct 25, 2010 4:07 am

First off, I'd like to say I preferred the Oblivion combat system. I think Beth should keep this as a base, unless they can come up with a much better dice roll system. I think my system allows for a skill based, and player controlled system.

The player aspect:

Beth should make the combat more momentum based, where a wimpy level 1 thief's iron dagger is going to bounce off of a level 1 warrior's iron armor. However, if the thief uses his superior athletics skill, and runs at the warrior, he should do some damage, and if he jumps and runs when he hits him, he should do a lot of damage. Now then, if the warrior attacks the thief, his sword should tear through his thin leather. This seems like it would make high level stealth and magical characters unable to take on even a lower level warrior. To equalize this, thieves would be given a dodge, and mages have their shield spells. Faster characters would also have an advantage, because of the, for lack of a better word, adrenaline system. Where if you constantly are on the attack, you will gain a damage and penetration bonus. They should also add active/timed block, like that in Deadly Reflex (hell, implement everything from Deadly Reflex, especially the 250% damage increase).

The character aspect:

I think Beth should first look at a mod (which I'm having trouble finding :brokencomputer: ) that makes attributes and skills have a much greater effect on damage. They should also look at Mount & Blade's combat system. If you attack an enemy with the best axe in the game, and your axe skill is 15, it will bounce off. If you attack at the same enemy with the worst sword, and you have the maximum sword skill, you'll probably kill him. So, if your a level 1 Thief with a daedric dagger, you still won't be as useful as a level 20 with an iron dagger.
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Ria dell
 
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Post » Mon Oct 25, 2010 9:31 am

First off, I'd like to say I preferred the Oblivion combat system. I think Beth should keep this as a base, unless they can come up with a much better dice roll system. I think my system allows for a skill based, and player controlled system.

The player aspect:

Beth should make the combat more momentum based, where a wimpy level 1 thief's iron dagger is going to bounce off of a level 1 warrior's iron armor. However, if the thief uses his superior athletics skill, and runs at the warrior, he should do some damage, and if he jumps and runs when he hits him, he should do a lot of damage. Now then, if the warrior attacks the thief, his sword should tear through his thin leather. This seems like it would make high level stealth and magical characters unable to take on even a lower level warrior. To equalize this, thieves would be given a dodge, and mages have their shield spells. Faster characters would also have an advantage, because of the, for lack of a better word, adrenaline system. Where if you constantly are on the attack, you will gain a damage and penetration bonus.

The character aspect:

I think Beth should first look at a mod (which I'm having trouble finding :brokencomputer: ) that makes attributes and skills have a much greater effect on damage. They should also look at Mount & Blade's combat system. If you attack an enemy with the best axe in the game, and your axe skill is 15, it will bounce off. If you attack at the same enemy with the worst sword, and you have the maximum sword skill, you'll probably kill him. So, if your a level 1 Thief with a daedric dagger, you still won't be as useful as a level 20 with an iron dagger.

This belongs in suggestions thread, but nice idea.
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FirDaus LOVe farhana
 
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Post » Mon Oct 25, 2010 12:51 am

But I want people to read my idea. Besides, if the 2012 release is accurate, it's a little late to change the combat.
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Bigze Stacks
 
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Post » Sun Oct 24, 2010 6:15 pm

Don't damage values already reflect that pretty well. Plus, who charges someone when they have a knife and the other person has a sword? Granted, who brings a dagger to a sword-fight? Ideally with knife fighting they'd add grapples and the like. But that would be a nightmare to implement.

Basically, I think Oblivion did a great job with fighting. I'd like them to divvy up the skills a little more, but that is a matter of personal taste. Work with the Oblivion system, tighten it up a bit, and the awesomeness will continue to roll. There is always room for improvement but if they just dropped the Oblivion system, no changes, into TESV, I'd be perfectly happy. If they add some fun extras (whatever they may be), so much the better.
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A Boy called Marilyn
 
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Post » Sun Oct 24, 2010 9:30 pm

Edit fail.
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Céline Rémy
 
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Post » Mon Oct 25, 2010 10:06 am

less difference between weapons damage............its seemed silly that the backbone of the empire the legionares were all armed wiht crappy weapons and armor. how in hell did the elves get conquered if they had way better weapons and armor. the differences shoudl mostly be skill based and as the OP said should be more skill oriented than stat oriented. the big differned in armor should be between heavy and light and medium if they bring it back.

dark messiah had the most fun combat system as far as melee is concerned since it brough a bit more strategy into fighing.............i also like thier magic system much better as well.
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Spaceman
 
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Post » Mon Oct 25, 2010 6:31 am

less difference between weapons damage............its seemed silly that the backbone of the empire the legionares were all armed wiht crappy weapons and armor. how in hell did the elves get conquered if they had way better weapons and armor. the differences shoudl mostly be skill based and as the OP said should be more skill oriented than stat oriented. the big differned in armor should be between heavy and light and medium if they bring it back.

dark messiah had the most fun combat system as far as melee is concerned since it brough a bit more strategy into fighing.............i also like thier magic system much better as well.

I agree. I envisioned light armored rouges being able to dodge the heavily armored tanks that are warriors. It should be a Rock, Paper, Scissor system where (assuming pure builds at same level in a straight up fight) Mage>Warrior>Rouge>Mage>Warrior>Rouge and so on. The mages boil the warriors, the warriors rend the rouges, and the rouges, well the rouges are... Yeah.
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Astargoth Rockin' Design
 
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Post » Mon Oct 25, 2010 2:54 am

Ideas and Suggestions topic for this please.
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Stephanie Nieves
 
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