That truck driver might as well include intelligence in the chance to hit, as well as strength and agility.
At some point simpler is better. The weapon skill would be better, instead of another attribute. Reaction time between the player attacking and the character following through would decrease with a higher skill. Maybe swing speed itself could be controlled by weapon skill.
Edit: I think this point still stands, but I just caught the rest of your conversation.
As a baseline I would have to agree that OB combat is the better between the MW and OB. I do really like your hybrid system though, ThatOneGuy. I did not read through the whole post but I like the concept.
Eh, I'll admit that strength is a bit of an outlier and weapon skill is a much better substitute for simulating weapon speed and defender reaction. But I'm awfully partial to defender's and attacker's agility, weapon skill, fatigue, and luck as contributing factors to the algorithm. After all, I find fatigue much more sensible than Attack/Sanctuary in Morrowind's formula:
Chance to hit = Attacker's weapon skill * 1.25 + Attacker's Attack (e.g. Warrior = 10) - Defender's Sanctuary (e.g. Thief = 10) + (Attacker's Agility - Defender's Agility) * 0.25 + (Attacker's Luck - Defender's Luck) * 0.125
One thing to consider would be that if the enemy had no way to escape then even a 'failed' attack would hit. This way cornering an enemy would be a good tactic. And if a dremora was faced with avoiding a sword swing or jumping into a pit of lava, it would take the hit.
Hmm; in my original scheme of things, I had stipulated taking a percentage off of the damage dealt if the player managed to manipulate the system and hit the NPC even if they rolled a dodge-roll. A precautionary measure to prevent player skills overtly overriding the character skills (like the lockpick minigame in Obliivon, and how lots of people could pick master-level locks with a skill of 5). But I have to admit, the tactical elements you point out would add significantly to combat. I like the sound of it.
Maybe if the NPC rolls a dodge-roll but decides they can't execute it (i.e. backed up against obstacles or cornered), then the dodge roll would be canceled and the attack would be successful.
Also give this http://www.gamesas.com/index.php?/topic/1077635-morrowind-weapons-armor-and-enchantment-guide/ a readthrough and see if it can apply to your concept of weapon damage.
Ooooh, I like. I like alot! I think that, were my advocated system of chance-to-hit to be combined with your advocated system of damage, we would have kickass combat.
Now you're over thinking it, making it TOO realistic.
By those standards, no one would EVER be able to wage combat against anything, if you were a warrior class, because you'd die from your opponent intercepting all of your attacks and you'd never land a blow at beginning levels.
Eh? I don't know where you're getting that impression. Since these input variables are not yet bound in an algorithm, and since the algorithm is what determines the ultimate balance of those input variables, the actual odds of hitting haven't been established at all.
I can have 100 agility, 100 weapon skill, 100% fatigue and 100 luck and hit 99.9% of the time. Or I can have 100 agility, 100 weapon skill, 100% fatigue, and 100 luck and hit 1% of the time. It entirely depends upon how they're used in the algorithm.