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  • in reply to: easy but advanced (cross)bow mechanics #3547
    Max
    Member

    Good ideas, I really like the meaty and powerful feel I get from drawing a bow full strength in a game. I feel it’s a lot more fulfilling than the ‘pewpew’ quickfire bow-guns that come around every now and then.

    In addition, I quite liked the crossbow mechanic a game called War of the Roses used (note: War of the Roses is not that good a game imho, but this mechanic was cool).

    In it, you’d be presented with a ‘minigame’ when you’d reload your crossbow and would reload faster if you’d match a rotating ‘hook’ with on a certain area. Basically match a spinning line with a segment of a circle, justified in-game as the ratchet of the crossbow mechanism. In parts, this is similar to Gears of War’s active reload mechanic.

    In addition to adding a little more skill to even the simplest thing like reloading, with the crafting system you’ve suggested, perhaps different firing mechanisms could exist as a variable/craftable part of crossbows.

    These mechanisms might have different passive reload speeds, difficulties (speed of rotator/sizes of segment) of the minigame, different bonuses from successfully completing the minigame, and connected to these differening times differing damages. E.g., a windlass mechanism, a lever mechanism, or just hand-drawn.

    in reply to: The Combat system #2531
    Max
    Member

    imho every game needs to take a few pages/chapters/tomes from the combat system of Mount and Blade.

    I find the directional blocking and attacking, the feints and the footwork the best melee system I’ve seen in a game. If the designers could take a few cues from this system I would be overjoyed.

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