[quote=“pisskop, post:16, topic:13185”]Lol
TooTryHard is tootryhard[/quote]
Probably one of the more idiotic remarks I’ve had the displeasure of reading on the forum so far. This is what happens when you try to insult someone but don’t have the mental capacity to do it properly. Keep trying to undermine my argument with personal attacks, see how far that gets you.
[quote=“pisskop, post:19, topic:13185”]Be better to generalize it to ‘brutal attack’.
We could have 1 of 2 flavors:
- an attack more designed to knock things down/away than to do damage.
- a ‘strong attack’ that does more damage with the chance to do that same.[/quote]
What I want is a kick. I don’t want a kick attack. I don’t care whether kicking does damage or not. I don’t want it to be masked under a regular melee attack either, as a part of a martial art of some sort, a point you continuously seem to miss. My vision of a kick in-game is exactly like a (p)ush move executed on your friendly companions. It can do, like, 3 damage, just so there’s some impact on whoever you kicked, but that’s not necessary. Such an input would have its own key (say, ‘k’), and essentially let you forcefully move an entity directly into the tile behind it - that way you have control over which tile it stumble into and can form a plan accordingly. This can either be changed and function similarly to the way (p)ushing currently works with NPC companions, as a nerf - let RNG choose 1 out of 3 opposite directions and move them that way - or kept “accurate” so it can be combined with a little bit of thought and result in a more effective takedown of an enemy.
I’d prefer it if it were to stay accurate, honestly. I don’t want chance to maybe kick the zombie into the pit or maybe kick it into the grassy dirt tile adjacent to it. Still, that’s up for debate. Now, of course this will rely on STR/DEX, and measured against your opponent’s stats/capabilities. Missing could make you stumble/skip a turn/damage you/lose you precious movement points, like Weyrling suggested. Attempting a kick could take a considerable chunk of your stamina out too, if you want to balance it against regular melee attacks that stumble enemies backwards. I feel encumbrance should only affect the time it takes you to perform the kick, but otherwise keep the damage/shove distance unchanged. Maybe have encumbrance affect the amount of stamina the action uses? Again, up for debate.
A kick move has lots of potential. Most of us aren’t even talking about its use as an offensive combat move, a replacement to punching or swinging a bat at your opponent’s face. Its uses will be different to “eliminate the threat right here right now” and to a main “damage-dealer” action. I don’t know if you’ll be getting any other uses out of it, as I’m not very creative in that regard, but what I do know is that the uses we already found for it could very well justify adding it into the game, even if masked under one of the other actions we do have right now - (s)mash, or (e)xamine => (p)ush, for example.