Additions to combat that you think would be awesome

Post » Mon Jul 04, 2011 3:51 pm

1: speed spells

2: Sprint/charge attacks. Has anyone played team fortress 2 lately? Do you have any idea how satisfying eyelander+charg'n targe kills are? They are the best kills in the game!!! skyrim should have something like this! For those that havent played tf2... you alt fire and you move forward extremely fast (you can change directions slightly but not much) and the further your charge the more powerfull your mellee weapon becomes (one hit killing nearly everything on a long charge). but with this weapon you could realy zoom past a massive group of people to take the snipers hiding at the back, you could escape things.. you could charge down fleeing opponents too fast for you. you could suprise people!

how could this be done in skyrim?

1: a perk... sprinting and power attacking at the end of the sprint to do even more dammage 2: a magic spell that sends you flying forward.. dealing critical hits on any mellee attack you do3: Enchanted shields that allow a charged up shield bash to catapult the player forward. 


3: Tackling
jumping on someone should bring them to the ground. sprinting into someone should do the same . you might end up on the ground aswell... and it might be you who is the only one on the ground.

4: kick

5: a push spell

6: telekinesis like bioshock (or half life's gravity gun) .
oh... and this should have area of effect versions :) .. that rack of swords is just asking for it...

7: Magic should look pretty! Can i have red lightning because it's cool please? Maybe some green lightning? Maybe my fire spells might cast blue flames if they are powerfull?

8: telleporting.. like bioshock.. houdini splicers :wub: id prefer if the player could do it.. but it would still be awesome the npcs's could

9: Well.. npcs should channel magic with different parts of the body... imagine a fire daedra telleporting with a firey explosion infront of the player.. knocking player to the end of a high ledge. the demon breaths a jet of fire out of his mout to knock the player off. the demon starts throwing dozens of small fire balls from his both of it;s hands in rappid sequence. The demon then jumps down and gives the player a flaming kick just before it sets itself on fire and tackles the player.

10: electricity should conduct in all directions, fire and frost should spread across surfaces relative to the direction it came. therefore it would be interesting to have to jump everytime a shock spell lands nearby. or if the player could hide behind something.

11: Walking on walls spell

12: MARIO KILLS!!!

13: meatshields

14: rolling by ducking and then sprinting. sliding by sprinting and ducking

15: gauntlets effecting fists in combat.

Anything else to add?
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Lisa Robb
 
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Post » Mon Jul 04, 2011 3:39 pm

Taunting

Seriously, if my foes can taunt me, why can't I taunt them back? I already know why they won't add it though :P
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Ownie Zuliana
 
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Post » Mon Jul 04, 2011 8:06 am



8: telleporting.. like bioshock.. houdini splicers :wub: id prefer if the player could do it.. but it would still be awesome the npcs's could



Idk about you but in all my OB games the enemies already randomly teleport to weird spots in mid-combat.
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Undisclosed Desires
 
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Post » Mon Jul 04, 2011 4:02 pm

I think they should start taking a leaf out of AC2 Brotherhood's book. Really cinematic and epic looking combat but actually hard to pull off in perfect sequence. From what I saw of the combat they seem to indeed be taking a step towards that but then again it might just be trailer illusions.
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George PUluse
 
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Post » Mon Jul 04, 2011 5:07 pm

Better looking first person animations.
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Antonio Gigliotta
 
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Post » Mon Jul 04, 2011 9:54 am

Lolz at # 2. My first thought: Retro Lancer Bayonet charge. Awesome.

Good suggestions. Especially telekinesis and magic effect changes.
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anna ley
 
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Post » Mon Jul 04, 2011 9:32 am

Mario Kills? intriguing, one shot kills on mudcrabs by jumping on them.
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Danny Warner
 
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Post » Mon Jul 04, 2011 10:14 am

Mario Kills? intriguing, one shot kills on mudcrabs by jumping on them.


Well, in F:NV you can kill some of the smaller Giant Mantis Nymphs by stepping on them.
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Gisela Amaya
 
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Post » Mon Jul 04, 2011 4:29 pm

everything you said I want, please let combat be more than just hacking at something until it dies.
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Manny(BAKE)
 
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Post » Mon Jul 04, 2011 8:28 pm

Also, Isn't sprinting already in? It was in the first gameplay trailer.
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Robert Jackson
 
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Post » Mon Jul 04, 2011 12:26 pm

Decapitation and limb severing.
It makes more sense to cut someone's leg off with and axe in Skyrim than with a 9mm pistol in New Vegas or Fallout 3.
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Amelia Pritchard
 
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Post » Mon Jul 04, 2011 10:59 pm

:rofl: you're kidding, right?
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GRAEME
 
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Post » Mon Jul 04, 2011 8:23 pm

ooh! what if you had this magical ability, where you say certain words of a different language, and all kinds of magical powers come out of your mouth. things like breathing fire, forcing people back, super speed, etc. even summoning a dragon! how cool would that be! :yes:
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kyle pinchen
 
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Post » Mon Jul 04, 2011 10:06 am

in all seriousness, multiple AOE abilities. very strong abilities with an area all the way around yourself that damages all enemies in range. there are very few, if any at all right now. i want to be able to hurt all enemies on me when the swarm, not kill one at a time.
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Laura Wilson
 
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Post » Mon Jul 04, 2011 3:00 pm

Spears.
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Zach Hunter
 
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Post » Mon Jul 04, 2011 8:21 pm

As long as we're dreaming, what I'd really like to see is a return to skill-based chance to hit, making use of the much better animations that are available now to legitimately represent the fact that an unskilled fighter is.... that's right.... unskilled and that a skilled fighter is.... you guessed it.... skilled.

I'd actually base it on skill and the (now gone) attributes. Not only would a character with low skill tend to swing poorly or early or late, but a character with low strength would struggle to swing a heavy weapon and a character with low agility would tend more to stumble or mis-time a swing or what-have-you. Tie in a chance for critical misses and critical hits that's also skill based, so that at the lowest skill levels, there'd be a fairly strong chance of a critical miss (again - fully animated - not just Morrowind style swing through the target) and almost no chance of a critical hit, while at higher skill levels, there'd be almost no chance of a critical miss but a fairly high chance of a critical hit. I could see tying those chances in to the (now gone) attributes as well, in much the same way - a particularly strong and/or agile character would have a much higher chance of a critical hit, while a particularly weak and/or clumsy one would have a much higher chance of a critical miss.

If the animations were done well, I think it'd actually add a tremendous amount to the games, since it would really illustrate the effect of skill on combat and really make increasing skill a rewarding thing to do.

And, of course, there's not a snowball's chance in hell that Beth would actually do something like that. But still........
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Taylrea Teodor
 
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