And that's exactly what I'm thinking about short swords, daggers, small axes... Honeslty, it isn't that hard - throw an axe into someone in 3..5 meters ahead. You've got BIG target, MASSIVE piece of bladed steel (comparint to arrows, for example) - what's the problem with killing someone that way? BTW, it looks quite cool
A perk "throw weapon" in one-handed perk tree would be perfect, but it requies a bit of work with, well, throwing (animation, separation of player/weapon link), flying (it'll had to spin a lot during flight, and there could be some issues due to "wrong end hit" situations... If they've got physics-based damage model (which I think they tried several times, but throw away 'coz it's too realistic), then it is a bit less work), finally the most badass is NPC usage of an ability - it should has some sort of "desperade/confidense"-meter, so in extreme situations ("I'll kill hit with one sword thrown!" / "It's my last chanse, throw - then run if it wouldn't kill him") it could use this trick...
Yes, I want this... But that's a lot of work for dev team, so I kind of "dunno". Honestly, I prefer them to spend one week for this feature rather then spend it for more quests... I do believe that we'll get plenty of quests, but there'll be always some way to improve gameplay - that's how the whole TES series works as for me...
Haha yeah! It's very wishful thinking. I'm not going to try to pretend I understand the animation behind it. However, when you consider the complexity of the mocap in Lord of the Rings, I see how it could be done.
Lets just assume that they spend a week doing it.. If it was me, and bare with me in terms of units.
They make the initial speed such that when thrown over a flat service from [average race height]m high , the weapon travels 30 meters before hitting the ground
It can't be spammed. If the player is facing an enemy within 30m (for axes) or 20m (for knives) and power attacks, then the player throw his weapon. (Or would you prefer it to optional with a chance of players spamming it, in which case it won't be very powerful for balancing reasons, I imagine)
Axes will rotate once every 30m. Knives won't rotate or will rotate very fast. Further along the perk tree the axe will rotate once every 15m if the enemy is within that range. The wrong end hit results in a stun effect with low damage, the right end hit results in high damage with a little staggering effect. Maybe rather than the complex rotation, the axe/knife appears to be rotating but in fact the final damage relies on a probability calculation? (5% lethal, 95% non-lethal)
I can't decide whether I'd make it a killing move (i forgot the term, sorry) or a normal attack