Weapons and Combat Systems

Post » Mon May 10, 2010 10:38 am

As an avid player of TES since Morrowind, I have been highly impressed by the various weapons and combat systems that make this franchise as great as it is.

However, as the 5th Chapter tales us through the harsh winters of the Northern Province, I feel it is necessary for the community to give input into what weapons are logical to see in this new land, as well as utilizing the new Perk system to increase the hardy melee warrior's prowess through abilities and enhancements.

The Weapons

Firstly, one can not deny the usefulness and imagery that comes when your character wields a sword.
Be it a Short Sword, Long Sword or even a mighty 2 hander; without a doubt swords are essential to a fantasy game.

Swords
- As swords have many various types, one can also assume and hope that the new perk system will branch out into various sword types and disciplines.
- Curved Swords for example would more then likely require a bit more finesse and speed then that of a Huge Bastard Sword.
- Dual Wielding swords is also likely to encompass a different discipline of combat.
- A Valiant Knight is likely to wield a single long sword, combining very aggressive yet flowing combat.

Second, the mighty Hammers and Mauls certainly also essential as any player that has used one would surely agree nothing is as satisfying as the almighty crunch that meets your foes.
Paladins wield them, Thor wields one, and not to forget Jesus also used one.

Hammers and Mauls
- STOP! Hammer time.
- Hammers are epic, relying more on brute force then finesse these are certainly a brilliant weapon that should not be left out.
- As with swords, there is likely to be a difference between 1h, 2h and DW disciplines whilst using these Brutal Bashers.

Third, Bows and Arrows. Fairly straight forward, the huge range and ability to strike from stealth is a great asset for any player.

Bows
- Essential to a good Fantasy game.
- As I have read, Bethesda intends on implementing melee skills with a bow, say if an enemy gets to close you can poke them a couple of times with an arrow and finish or stun them with a smack to the head.
- As I've read there are going to be cooking skills, this makes the need for a bow much greater as if you have ever tried to chase down a deer with a hammer, its freeking hard!

Fourth, Staves; the preferred side arm of any mage. A Simple stick? Bah - *fireball* :D

Staves
- Again one of the key weapons that is needed in a game like this.
- Hopefully you will be able to cast abilities without the use of a staff, wand or charm however it can be assumed that these will increase the power or effectiveness of spells.
- Tapping your stave on the ground could shake it greater then slamming into it with a giant hammer.

Daggers
- Either a Side arm, or a tool of assassinations a dagger is most effective striking an unwary target.
- Can't deny the deadliness of this weapon when placed in the hand of a skilled assassin.

Fifth, Spears! Either a good ol' throwing spear, a hefty Haulberd or even a lance.

Spears
- I was somewhat devastated when I found out there were no vanilla spears in Oblivion D:!
- As the North and Winter are often associated with Vikings and the Norse (Nords) I would love to see the addition of spear type weapons.
- With this, there is likely to be several separate disciplines of wielding such weapons.
- Spear and Shield, Lance and Shield, A more martial practice with the use of a spear, the possibilities are in abundance.

The Abilities and Spells

TES is infamous for its heavy separation of magic and melee, however with the new release of Skyrim one can only hope that a combination of magic and melee can be found.

An example would be augmenting say, an Alteration ability that will enable you to throw your weapon (i.e. a hammer) and have it return to your hand, much like Mjollnir.

Enchanting your sword to shoot flames, enchanting your arrows to petrify a target.
There are many possibilities that can be done, such as Power Swings or Whirlwind attacks, with each additional ability comes a greater variety of gameplay and therefore much more fun to be had :D

I would love to hear some feedback about the communities opinions and such, as well as systems you would think that would actually give a melee fighter a use for mana!
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Benjamin Holz
 
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Post » Mon May 10, 2010 10:39 am

I think Hand-to-Hand needs a complete overhaul. In Oblivion, it felt no different to hit someone than smash them with a mace. A person shouldn't be able to walk up to a heavily armored Orc and punch him to death. I would love to see Hand-to-Hand used as a supplement to melee combat. For example, a player to block an attack with a weapon and then quickly grab the handle of the recoiling opponent's weapon with a spare hand, and disarm the opponent. Also kicking to cause a quick stagger would be great.

Most of all, though, I want spears! Unfortunately I won't get them :cry:. I guess there are always mods :)
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anna ley
 
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Post » Mon May 10, 2010 4:59 pm

I do want spears but i think polearms in general (bardiches, glaives etc.) would be better
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Flesh Tunnel
 
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Post » Mon May 10, 2010 4:01 am

I forgot to add that part silly me X_X

In any combat situation, no warrior will flail their sword etc. about without throwing in a few kicks, knees and elbows and perhaps even a few throws.

As there is a new Perk system, What I would love to see is the implementation of varying combat swings, instead of being limited to oblivion's SWING SWING SWING SWING style.

What this would require is more in-depth combat body recognition, such as being able to riposte, and even hilt smash an opponent who has left their guard open.

i.e. A character that specializes in daggers can gain a 'perk' that enables them to time their counterattack after an opponent has swung their weapon (and has been dodged) that allows you to land a critical hit, possibly crippling them at the same time.

Perhaps the snide character is able to kick dirt into their target's eyes, the large beefy characters are able to throw a target when it comes to close combat.

Hand to Hand should evolve into more of a "Side Combat" skill, that provides actual weapons (swords, hammers etc) additional attacks and effects.
Learning Hand to Hand will enable a character spec'd in sword play to be able to throw kicks after swings and even rip a weapon or shield from a target.

Hand to Hand
- Should be evolved into Combat Tactics
- This would incorporate various abilities that depend on your main weapon spec, such as critical hits and accuracy for daggers, a greater chance for knockdown with a hammer and a chance to slice an opponent in twain.
- A skill such as this could turn a 2 handed heavy blunt object into a devastating machine, throwing sweep attacks, crippling an opponents legs and even insta-killing them if an un-blocked head shot is made.

This IMO would allow players to make a choice, one that is either Combat Master, that utilizes superior tactics and wit in battle to best his opponents.
Or perhaps a Thief type character that relies heavily on dodging attacks, dirty shots and pin-point strikes to weak points.
Or even a Battle Mage, a character that wields a sword and off-sets his lack of Combat Tactics with powerful magical abilities.

What this game essentially needs, is a means of forcing the player to chose early a very broad class and as levels come and go refine the broad into a deadly pin point... unless they use hammers.


Summary
- What would be great to see is the use of Primary Weapon Focus skills such as those listed in the OP.
- As well as Secondary Combat Skills such as combat tactics, armour abilities, block and perhaps Athleticism.
- As the magic school are already set in stone, perhaps the same "Broad>Refined" approach can be taken for magic.
- i.e. A destruction mage could start commanding each element as an apprentice, and end up mastering fire abilities, although from my experience of Fallout I'm sure this is already in the game :D
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Adriana Lenzo
 
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