#Disarming

17 messages · Page 1 of 1 (latest)

hollow cedar
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I'd say adding a way to disarm your opponent, and your opponent being able to disarm you, could be a good mechanic. Disarming your opponent could work by cutting their HANDS or ARMS in a specific way, meaning "badly" cutting them or hurting their hands.

Also add a mechanic that when a player cannot hold their weapon properly (or if they choose to drop it), they can press a specific button (keybind editable) to drop their weapon and fight with their fists, and when they hit the opponents head, hard enough of for a specific amount, that player that has been hit with the fist, if they have a weapon, they drop it by "concussion", if they don't have a weapon, they fall to the ground or stumble/struggle to stay on his feet. On some specific weapons, that have handles or hard surfaces, make an attack or make it so that if they hit someone with it, they get a concussion, so they either drop their weapon or stumble.

Since they'll drop their weapons, make it so they can also pick them up, pressing a button ("attack left" and "attack right" buttons at the same time near the weapon) for example.

night laurel
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I believe you can drop your weapon with the move editor

hollow cedar
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you can???

night laurel
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But currently the hands are armoured

high lava
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That is a good idea, but it will cause trouble, in terms of later gameplay, where both characters are just cut up a bunch. If BOTH people are just missing their weapons, they'd just be mindlessly walking into each other to "somehow" cause damage.

Also, blunt damage, like "concussion" has been thought about by both the playtest community (not demo community) AND the developer, though, it will be a bit of work on coding the game.

hollow cedar
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i see

livid bloom
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No.

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In this game, bone penetration comes from velocity. Meaning the only rule to disarm someone is to spam short exec animations that are arm taps. But register as bone cleaving hits.

high lava
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issue about that, meow, for an 'animation' to get from point A to point B, it still needs to travel that distance. it would very specific to both align AND pull off the cut both repeatedly AND on the same spot. Regardless, i don't think disarming will be added since it would just ruin any "final stand" scenarios where a badly cut person somehow annihilates the completely unscathed person.

livid bloom
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pull off the cut repeatedly and on the same spot is emphasised here, to deisarming by wounding the arm

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that's a damage threshold for the arm then

high lava
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Regardless, I have pointed out that this suggestion will likely not take off. I appreciate the idea but, if you could tell, the suggestion is p much concluded before you necroposted (not that it's exactly bad).

high lava
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It may not have been clear, i admit, though I just want to ensure that old posts that may have been received negatively don't resurface and cause further debate on its idea of implementation.

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or just old posts in general

livid bloom
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The implementation of damage threshold for arms is good. The game itself doesn't have that damage model

high lava
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besides, as seen in the trailers, armor will be part of the game.