[center]So I have been playing Cataclysm for a while now, and this is probably the most fun I’ve had while playing a rogue like. If I had to guess how many hours and how many assignments I’ve put off just to play this game, I couldn’t tell you. But thats not why I’m making this post…
I have a few suggestions about some of the mechanics of fighting and some ideas for more “random” weapons, all to be explained I assure you. Also, if all of this has been mentioned before, I appologize in advance.[/center]
[center]So, the combat so far isn’t really intuitive… Its pretty much get the Zombie or what have you in a window seal and start bashing away.
Even when you’re not doing that, It’s still pretty simple and basic, you just walk into them untill they die or you die. It gets a bit stale.
One thing I really like about Dwarf Fortress Adventure mode was that when you got into a combat situation, you could choose where to attack, making it more interesting. So rather than just bashing into them randomly, you could make more of a choice, making combat more enjoyable and not so bland.
Of course there would be modifiers to your chances of landing a shot and how hard, and depending on what sort of weapon you’re using, wether you can break a leg or sever an arm. So rather than having to kill a zombie, you could attempt to just cut of a leg and make it slower, letting you get away faster.
Some moves could cost more points than others, so if you’re using a pipe or machete, you could just “Quickly Bash” or “Quickly Stab” so you can use less points, rather than every swing being the same. It can go both ways though, if you want to make a huge attack it would cost more points. But at the risk of it being not as effective as a full on strike.
Guns could follow by the same rules, you’d have an option of where you would like to shoot, and you would shoot. Then the modifiers of the gun and its attachments would come into play and help you be more accurate depending on what you have. Recoil would also be a huge problem if you’re trying to strike a headshot for example, or if you’re trying to make any sort of precise attack. That way you can choose if you want a headshot or not, and you don’t have to wait for that lucky “Head shot!” text to pop up.
Of course this combat should be an option, maybe not everyone wants such complicated combat.[/center]
Weapons in the game will be giving attributes, some will have the same attribute but this means that not ever weapon will be the same.
For example, if you find a Baseball bat thats “Heavy” you would want to trade it out for a Baseball bat thats “light”. But, “Heavy” makes the baseball bat have more force, at the disadvantage of being slower and vis versa.
This can also take effect when you’re crafting a weapon. If you make a horrible Nailbat you’re gonna be influenced to go and make a better one. This would also take into account your crafting level, so if you’re not that good at it, you probably won’t make a good Nailbat or any other weapon.[/center]
But yeah these are all just suggestions, I’m sure this might be really impossible to code but hey, its here. Also sorry for the brief over view of attributes, I accedentally deleted the first draft and I just wanted to finish this. Its like, 1 am okay. Don’t you judge me.