Sorry, had to break this up into multiple posts to fit all the quotes.
But have you thought about what will happen to the skill block? Those who uses the block part of this mod will effectively remove the skill from the game. What will happen if you have it as a major/minor? Or as someone say if you use GCD? That will make some serious clashes between the mods it seems..
Well, you could take the block skill value as it stands but when the player intentionally presses the block button, 50 points is added to that skill value. Thus you are asking your character to block, and they may or may not be able to do so.
Plus you have the benefit that if you don't specifically request a block, they might still do so anyway.
Thus you have the best of both worlds, increased chance of player controlled blocking, but still dependant on your characters skill. Seems better then the 0 or 100 approach and keeps it compatable with all levelling systems.
That is basically what I intend to do. I am only using drain and fortify to make changes, thus there will be no problem with GCD. Your skill will still matter, and increase as you use it.
I like the idea of having a "Block" key add to your Block skill but subtract from your weapon skills in the meantime. Perhaps your skills could have a SMALL influence on the amount of damage taken or delivered, but please don't ruin this mod by turning it into an Oblivion-style "skill = damage" combat system.
I'm still experimenting with things, but the way it works now is that the attack key is disabled while you are blocking. I was thinking of the way it works in Mortal Kombat, you can sit and block all you want but it has a cost. You can't attack while doing it...and you can still take small amounts of damage.
Fliggerty, do you know if the engine calculates if you hit or miss as soon as you press the attack button, or if it does it at the end of the swing? Then, is this somehow detectable?
I'm thinking you could detect a miss can cause the NPC to move backwards a few steps to visually represent them dodging away with maybe perhaps a force jump for even more effect (to get around the lack of animations).
This causes then the NPC to also be out of combat for a second or so (recovering from the dodge) which would balance out the increased difficulty of the new combat system.
I'm not positive, but I'm fairly sure it calculates on the actual contact. I suspect the damage is calculated and applied on the same frame that the "Health Damage" sound begins playing.
1) I use NPC enhanced, and love it. I am hoping that you are keeping the other potions that the NPCs can quaff, like summons and other less obvious effects. They really add an interesting side to the fight if a golden saint pops up next to you.
Those are staying intact.
B) In regards to the special PC attacks, the reason I don't use CE is because it looks like it could make combat too easy. I've been thinking I'll try your mod out, but to avoid making combat too easy is there going to be a thing that makes it more difficult to perform them on high level characters. It would annoy me to be able to build up momentum, and then one hit kill Umbra, Vivec, Dagoths, etc. It would stand to reason that tougher characters would be better at not getting hit by special attacks.
I have two thoughts on this. First, it doesn't matter how skilled someone is, an axe to the neck is just as fatal. And anyone can get lucky. On the other hand, a high level character has higher stats and probably better equipment. That's why the chances are dependent upon things like what the NPC has equipped (it will be harder to impale someone wearing a heavy cuirass) and their attributes like luck.
iii) Mages look to be getting the short end of the stick. Maybe a similar system for successfully casting spells? Maxing out momentum could give you options to do special magikey things like casting unique spells, upping chance of casting difficult spells or scripter things like slowing everyone else down etc. Just an Idea.
I always thought that mages had it pretty good already. :shrug: Although I have always tried to improve the variety of spells available with mods such as Visceral Discernment, Summoning Enhanced, and Detection Enhanced.
Most of this sounds like a "dream mod", but a couple of things stand out as being potentially undesirable in some or most situations, such as randomizing attack moves. I certainly wouldn't want to see my character suddenly start acting insane by beating on an opponent with the side of a spear, or trying to stab someone with a warhammer. I'm also wondering about having all of the NPCs suddenly getting additional weapons, potions, and spells, especially since we all know either how lame or uber some random combinations can be. As long as such things are kept "optional", I don't think I'd have any problem with them.
The reason I first experimented with the random attacks is to somewhat improve the visual aspect of combat. I have always hated the fact that we are only limited to 3 different attack animations, only one of which is generally used. After I tried this, I became rather fond of how it looked. But it's a taste thing; that's why everything will be optional.
Will this mod cause NPCs to fight each other randomly so that we could possibly stumble onto NPCs vs NPCs fights throughout the game world?
No. That will cause far too large of an FPS hit, and I have to basis to determine which NPCs ought to fight each other.
The ability to sneak up on enemies in caves and kill them with stealth would be nice
Uh, isn't that already in the game?