Post by Leadpoisoning on Mar 30, 2013 18:05:09 GMT -5
A few ideas of mine:
-Desperate blocking: When holding an object in your hands (IE, a toolbox), based on your intent you have a chance to protect yourself from an incoming melee attack by shoving the object between yourself and the incoming weapon. The chance is only calculated if you're facing the attacker. I would say make it a 20% chance to block on Disarm intent, maybe 25-30% with a weapon rather than just random junk, 10-15% on Harm, 5% on Help, and no chance to block on Grab. Optionally, an additional multiplier based on the relative sizes of the item you're blocking with and your attacker's weapon could be implemented (it's easier to parry a pen stab with a screwdriver than to maneuver a heavy toolbox to block the small, fast pen; likewise, blocking a toolbox swing with a pen will not stop the toolbox from hitting you). Block chances could also be modified by move speed: the more encumbered you are by armor or a heavy outfit, the more difficult it is to block incoming attacks.
-360-no-shit I missed: Accuracy penalty when shooting opposite the direction your character is facing.Give it say a 30% chance for your projectile to deviate by 1 tile laterally from your target for every 5 tiles it travels. The target tile for your projectile may be shifted one tile away north/south/east/west from your clicked target for every 5 tiles distance between you and the tile you clicked. At close range this will not be too bad, but it will make it harder to shoot people at long range while facing away from them.
-Run-and-gun nerf: Accuracy penalty when shooting while moving, say 50% chance of the same effect as shooting backwards.
-"Attack" hotkey: a key or key combo which when pressed will make you attack entities on the tile in front of your character with whatever you have in your active hand. This removes the fiddlyness of having to catch a shuffling assistant under your cursor to nail him with a stun baton. However, to balance this technique's advantage over traditional point-and-click attacks, if you swing at an empty tile you will be "off balance" and experience a delay before you can use the hotkey attack again. The length of the delay varies based on the size of the object you swing with, and is shorter for intended weapons and longer for improvised weapons. vetoed by Foos
Me, Mport, and Dr_Slaughter have been discussing some other ideas as well, like different levels of being stunned, and reducing the chances of being stunned, with the aim of making it so that melee combat isn't always decided in the first half-second of the fight based on who gets knocked down first and then murdered with no chance to stand up.
-Desperate blocking: When holding an object in your hands (IE, a toolbox), based on your intent you have a chance to protect yourself from an incoming melee attack by shoving the object between yourself and the incoming weapon. The chance is only calculated if you're facing the attacker. I would say make it a 20% chance to block on Disarm intent, maybe 25-30% with a weapon rather than just random junk, 10-15% on Harm, 5% on Help, and no chance to block on Grab. Optionally, an additional multiplier based on the relative sizes of the item you're blocking with and your attacker's weapon could be implemented (it's easier to parry a pen stab with a screwdriver than to maneuver a heavy toolbox to block the small, fast pen; likewise, blocking a toolbox swing with a pen will not stop the toolbox from hitting you). Block chances could also be modified by move speed: the more encumbered you are by armor or a heavy outfit, the more difficult it is to block incoming attacks.
-360-no-shit I missed: Accuracy penalty when shooting opposite the direction your character is facing.
-Run-and-gun nerf: Accuracy penalty when shooting while moving, say 50% chance of the same effect as shooting backwards.
Me, Mport, and Dr_Slaughter have been discussing some other ideas as well, like different levels of being stunned, and reducing the chances of being stunned, with the aim of making it so that melee combat isn't always decided in the first half-second of the fight based on who gets knocked down first and then murdered with no chance to stand up.