Vectrex
Quest Master
Registered: Mar 2001
Location: Basement
Posts: 659 |
Combat ideas
Ok i've been thinking about ways to make the combat system more fun and i've realized that part of the problem is that all of the weapons basically behave the same way with only minor differences. There needs to be some twists to using some of the weapons. Here's some ideas of mine, post your own!
-Pole arms shouldnt be able to hit someone at very close range.
-Piercing pole arms (spears, awl pike) should get a bonus based on your current velocity towards your target, so if i jump out of a tree with a spear and land on someone, big time dammage.
-Overhead axe type weapons could get a bonus from your verticle velocity, so taking a little jump and attacking on the way down would give a bonus.
-Maybe a cool swinging effect for the morning star, like that first boss in zelda on the SNES. You click once, and it swings in a little arc, time the next click right and it goes a little further, do it a bunch and you could get it swinging in a circle, but it would take good timing. (no freakin clue if this is possible to code)
-"toy" type weapons, one time use kind of things. Like nets you can throw on people, grenades etc.
-A grappling hook would be cool. You throw it, it attaches to anything, and then you can walk directly at it (up steep hills) or float towars it if its above you. Then you just throw in a laser "rope" effect. I think that could be done.
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