» Fri May 28, 2010 2:48 pm
I know it's been said that realism in games does not necessarily translate into fun. But I don't think combat is one of those things, I think realistic combat could be more fun than traditional or turn-based combat.
In real life, how do sword fights work? The master swordsman will almost always beat the amateur, but why? Can he take more hits in a hack and slash competition? Does he get better dice rolls and lands more hits? No, most of the time, the winner of the competition will be the person who is able to smack his opponent first. The master will always beat the amateur, not because he can absorb getting stabbed eleven times, but because he is able to read the amateur, and predict and react to his attacks. He can dodge or parry. The amateur will always lose to the master, because the master's attacks are sudden, and the amateur isn't skilled at parrying or dodging away from attacks.
And if the master does get hit in the face, he will die, regardless of whether the amateur or another master was the one hitting him. Damage is decided by one's strength and the quality of the material of the sword, rather than technique. The technique is used to actually land the hit.
Now to apply that to a video game.
Hitpoints would be reduced to quite a low amount. Some characters really could base their combat strategies on being able to take more hits, but even the toughest Orc would be killed by two or three hard chops in the stomach. Armor would reduce damage greatly, but the idea of combat would be to hit unprotected parts, rather than hits the armor until it breaks. There would be two damage types, and each armor would be weak to protect against one, but effective against the other. Heavy Armor would be resistant to sharp attacks, like a slash from a dagger, but would not be very resistant to crushing attacks such as a chop from a warhammer. And the opposite applies to Light Armor. Light Armor would have a lower overall damage resistance, because of the increased mobilty, which could help with dodging.
Also, the armor would not block a percentage of the damage, they would block a certain chunk of it. A weak hit would not even get through, while a strong hit would partially get through. If the character's damage resistance was 10, and you were hit by an attack dealing 5 damage, you would receive 0 damage. If you were hit by an attack dealing 20 damage, you would receive 10 damage.
Damage itself would be mainly governed by strength. But damage would be subject to fatigue.
Fatigue would play a far greater role in this combat than the last, because health is no longer so relevant, and Endurance has to stay useful. When your fatigue gets low, your swings would come at a much slower rate, you would dodge and parry slower, and you would deal a lot less damage. This opens up a whole new style of fighters, who can dodge away until their opponent tires while they reserve their own fatigue, and then they have an easy kill.
Now for Combat itself.
Combat would be controlled by the player, in that the player will aim* his attacks, and decide when, how**, and how powerful*** his attacks are delivered. The character skill would simply decide how well these actions are performed.
*The player uses a crosshair to aim his attacks. He can aim for the Head, Left/Right Arm, Body, Left/Right Leg. The character swings his sword, and there is essentially a dice roll to see how close the character comes to hitting the target that the player set for him. At a low skill, their would essentially be a large, invisible reticle around the crosshair, in which the character could hit anything. As the the skill increases, the invisible reticle (which is representing the margin of error) shrinks, and the character's attacks become more accurate to where the player is aiming.
**Moving to the right as you attack will produce a horizontal slash from right to left, and right to left, alternately. Moving to the left as you attack will produce a horizontal slash from left to right, and right to left, alternately.
Moving backwards will produce a stab or thrust. Moving forward will create an overhead chop. If you don't move in any direction, you will produce one of the afforementioned attacks randomly.
The character doesn't literally have to be moving in those directions, the player must simply move the arrow key or joystick in that direction as they release of the click of the mouse or they release the trigger.
***The longer you hold the attack button, the more powerful your attack will be, to a certain extent. A quick click will produce a weak attack, an accented sort of click will produce a medium-powered attack, and a hold will produce a high powered attack. Note that you have to only point in a certain direction for the release of the attack button, so this allows for a strong attack on any of the attack moves. Also, you don't have to hold the button for a longer period of time to produce a maximum power attack with a higher strength. A weak attack would be stronger than the previous weak attack, and the strong attack would be stronger than the previous strong attack, with a higher strength.
Regarding defensive manoeuvres:
The player decides when to block and dodge. The character skill decides how long you can hold the block button* for, how long the critical block** period is, and how fast and suddenly your are able to dodge*** out of the way, as well as how long the critical dodge**** period is.
*The player decides when the character will block. You cannot hold the block button indefinitely. A successful block avoids all damage, but reduces some fatigue. At a low skill, you can block for about a second, so you have to time your blocks with more precision, and it requires more fatigue. As the character skill gets better, you are able to block for longer periods of time, making it harder for your opponent to find an opening, as well as the player doesn't have to time his blocks so precisely, and it requires less fatigue. You cannot rapidly block, release, block, release, effectively giving you a constant block. After each block, there would be a moment where you cannot block again. After you block an attack, your opponent does not become flustered, as in Oblivion. He can keep attacking rapidly, forcing you to defend, although he can't attack more rapidly than you are able to block. After 5 or so attacks, your opponent's fatigue would be quite low, causing his attacks to come slower and farther apart. This would be your opportunity to counter and land your own hits, or at least get on offence, because you would still be relatively fresh. Successful blocks use less fatigue than attacks.
Also, all blocks would have a certain animation, depending on what kind of attack your opponent uses.
**A critical block occurs on the whims of a dice-roll. At low level skill, the chances of this happening are virtually non-existant, but as you get a higher skill, the more often a critical block is performed, although it is a decently rare event. A successful critical block effectively flusters your opponent for a half-second to a second, as in Oblivion but to a lesser extent. This would give you an opportunity to perform a counter attack.
***The player decides when to dodge. This is performed by holding down the block button and moving in a direction. This simply moves your character in that direction suddenly and slightly, with a special animation, rather than the backflips in Oblivion that take you completely out of the combat. A successful dodge avoids all damage and minimally reduces your fatigue, and gives you a slight window of opportunity to counter. At a low skill, dodging would be less sudden, forcing the player to anticipate his opponent's attacks a little more, and it would require more fatigue, and it would give a very slightt window of opportunity. At a higher skill, the character reacts faster and uses less fatigue, and it gives a longer window of opportunity to counter. Dodge effectiveness would be partially subject to your equipped encumbrance. Dodging in heavier armor would reduce the window of opporunity to counter and require more fatigue. The lighter the armor, the easier it is to counter and the less fatigue is used.
****A critical dodge occurs on the whims of a dice-roll. At low level skill, the chances of this happening are virtually non-existant, but as you get a higher skill, the more often a critical dodge is performed, although it is a rather rare event. When a critical dodge occurs, the opponent completely overbalances, and is vulnerable for a second or two, which is all a competent fighter needs to finish him. This would occur less often than the critical block.
So instead of the Morrowind system, where you miss your opponent ten times, and then you hit your opponent 10 times, then he dies, in this system your opponent dodges ten times, he blocks ten times, then he gets hit 1 or 2 times, then he dies. Same effect, but using animations to explain the sword passing through someone, or to explain why everything has the health of a demigod.
I rushed through typing this, so if something was unclear, or I missed something entirely, please ask.