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Karranthain

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Posts posted by Karranthain

  1. I'm for strictly small european set of weapons with every weapon being different from each other and serving some purpose (swords - additional attacks/counter attacks, axes - splitting shields, maces - stunning/crushing armor, ect.).

    Same goes for armour.

    Also for a clear, realistic design of weapons and equipment, close to Witcher.

    Would also like to see some design from good old AD&D, before it turned into GIANT PAULDRONS fest.

     

     

    I will make a topic about weapon and armour mechanics shortly. Thanks for the support guys, it would appear there are many of us :)

  2. Actually, I'd like to point out that there are plenty of weapons of European origin which are underutilized in the games. Case in point, how often do you see:

     

    1) Halberds

    2) Spears and pikes

    3) Rapiers

    4) Basket hilt swords like that one :

     

    schiavona1.jpg

     

    5) Military flails

     

    Morning_Star_Flail_XH2142.jpg

    6) Repeating crossbows

    7) Billhooks

     

    billman_422.jpg

     

     

    And there's plenty more. Some of those were in the BG and ID games, but mostly neglected in the modern cRPGs.

     

    That said, I wouldn't mind some exotic weaponry as well (like various sabres etc.).

  3. I had no idea anyone believed Temple of Elemental Evil to be such a paragon of combat. From my (admittedly mostly forgotten) memories, it was OK... but compared to something like Baldur's Gate 2? It's not even close -- BG2 was way better. I could have lived with turn-based, but I prefer real time with pause, especially if they implement the "Pause on Condition X" mechanic from the Infinity Engine.

     

    Melee combat is much more satisfying - weapon reach, grapple, coup de grace, attacks of opportunity, etc. etc.

     

    And that's only a start.

     

    The system was awesome and really promising. But it only made combat even more frustrating as encounter design sucked.

     

    Yeah, the encounters could've been better, especially in the later parts of the game. But like you've said, the system was really amazing. If done properly, it'd be a real treat.

  4. I had no idea anyone believed Temple of Elemental Evil to be such a paragon of combat. From my (admittedly mostly forgotten) memories, it was OK... but compared to something like Baldur's Gate 2? It's not even close -- BG2 was way better. I could have lived with turn-based, but I prefer real time with pause, especially if they implement the "Pause on Condition X" mechanic from the Infinity Engine.

     

    Melee combat is much more satisfying - weapon reach, grapple, coup de grace, attacks of opportunity, etc. etc.

     

    And that's only a start.

  5. You'll get no arguments from me here. I do want equipment to have some unique brands that represent the setting, but overly stylized armor is such a huge turn off for me. You don't have to wear glued up pieces of a broken kaleidoscope to look unique, and often times simpler designs tend to have more outstanding features. I don't think this is going to be a problem though; Obsidian has always had a great eye for armor and clothing design. Planescape has some of the best cosmetic's I've seen in any game. They manage to make some really bizarre looking stuff, while keeping it relatively simple (Dak'Kon comes to mind).

     

    Agreed, Dak'kon's design was great.

     

    When you think about it, there's no way better way to differentiate this game from other fantasy titles than to have realistic (not overly so, obviously) weapon and armour designs.

  6. From what I can gather, you've described a phase based combat system. Effectively what IE games aproached when you enable the 'pause at the end of the round' option.

     

    Umm... I guess. It's been eternity since I last played any of those games. But I reckon that could work pretty fine, presumed you add a the queue system. I can't emphasize the importance of that enough. Since it's reeeaallly important :D

     

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